The earliest commercial Japanese animation dates to 1917. A characteristic art style emerged in the 1960s with the works of cartoonist Osamu Tezuka and spread in following decades, developing a large domestic audience. Anime is distributed theatrically, through television broadcasts, directly to home media, and over the Internet. In addition to original works, anime are often adaptations of Japanese comics (manga), light novels, or video games. It is classified into numerous genres targeting various broad and niche audiences.[2]

Anime is a diverse medium with distinctive production methods that have adapted in response to emergent technologies. It combines graphic art, characterization, cinematography, and other forms of imaginative and individualistic techniques.[3] Compared to Western animation, anime production generally focuses less on movement, and more on the detail of settings and use of "camera effects", such as panning, zooming, and angle shots.[3] Diverse art styles are used, and character proportions and features can be quite varied, with a common characteristic feature being large and emotive eyes.[4]


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The anime industry consists of over 430 production companies, including major studios such as Studio Ghibli, Kyoto Animation, Sunrise, Bones, Ufotable, MAPPA, Wit Studio, CoMix Wave Films, Production I.G, and Toei Animation. Since the 1980s, the medium has also seen widespread international success with the rise of foreign dubbed, subtitled programming, and since the 2010s due to the rise of streaming services and a widening demographic embrace of anime culture, both within Japan and worldwide.[5] As of 2016,[update] Japanese animation accounted for 60% of the world's animated television shows.[6]

As a type of animation, anime is an art form that comprises many genres found in other mediums; it is sometimes mistakenly classified as a genre itself.[7] In Japanese, the term anime is used to refer to all animated works, regardless of style or origin.[8] English-language dictionaries typically define anime (/nme/)[9] as "a style of Japanese animation"[10] or as "a style of animation originating in Japan".[11] Other definitions are based on origin, making production in Japan a requisite for a work to be considered "anime".[12]

Emakimono and shadow plays (kage-e) are considered precursors of Japanese animation.[18] Emakimono was common in the eleventh century. Traveling storytellers narrated legends and anecdotes while the emakimono was unrolled from the right to left in chronological order, as a moving panorama.[18] Kage-e was popular during the Edo period and originated from the shadow plays of China.[18] Magic lanterns from the Netherlands were also popular in the eighteenth century.[18] The paper play called kamishibai surged in the twelfth century and remained popular in the street theater until the 1930s.[18] Puppets of the Bunraku theater and ukiyo-e prints are considered ancestors of characters of most Japanese animation.[18] Finally, manga were a heavy inspiration for anime. Cartoonists Kitzawa Rakuten and Okamoto Ippei used film elements in their strips.[18]

By the mid-1930s, animation was well-established in Japan as an alternative format to the live-action industry. It suffered competition from foreign producers, such as Disney, and many animators, including Nobur fuji and Yasuji Murata, continued to work with cheaper cutout animation rather than cel animation.[24] Other creators, including Kenz Masaoka and Mitsuyo Seo, nevertheless made great strides in technique, benefiting from the patronage of the government, which employed animators to produce educational shorts and propaganda.[25] In 1940, the government dissolved several artists' organizations to form the Shin Nippon Mangaka Kykai.[a][26] The first talkie anime was Chikara to Onna no Yo no Naka (1933), a short film produced by Masaoka.[27][28] The first feature-length anime film was Momotaro: Sacred Sailors (1945), produced by Seo with a sponsorship from the Imperial Japanese Navy.[29] The 1950s saw a proliferation of short, animated advertisements created for television.[30]

Neon Genesis Evangelion (1995), a television series produced by Gainax and directed by Hideaki Anno, began another era of experimental anime titles, such as Ghost in the Shell (1995) and Cowboy Bebop (1998). In the 1990s, anime also began attracting greater interest in Western countries; major international successes include Sailor Moon and Dragon Ball Z, both of which were dubbed into more than a dozen languages worldwide. In 2003, Spirited Away, a Studio Ghibli feature film directed by Hayao Miyazaki, won the Academy Award for Best Animated Feature at the 75th Academy Awards. It later became the highest-grossing anime film,[b] earning more than $355 million. Since the 2000s, an increased number of anime works have been adaptations of light novels and visual novels; successful examples include The Melancholy of Haruhi Suzumiya and Fate/stay night (both 2006). Demon Slayer: Kimetsu no Yaiba the Movie: Mugen Train became the highest-grossing Japanese film and one of the world's highest-grossing films of 2020.[38][39] It also became the fastest grossing film in Japanese cinema, because in 10 days it made 10 billion yen ($95.3m; 72m).[39] It beat the previous record of Spirited Away which took 25 days.[39][40][41][42][43]

In 2021, the anime adaptations of Jujutsu Kaisen, Demon Slayer: Kimetsu no Yaiba and Tokyo Revengers were among the top 10 most discussed TV shows worldwide on Twitter.[44][45] In 2022, Attack on Titan won the award of "Most In-Demand TV Series in the World 2021" in the Global TV Demand Awards. Attack on Titan became the first ever non-English language series to earn the title of World's Most In-Demand TV Show, previously held by only The Walking Dead and Game of Thrones.[46] In 2024, Jujutsu Kaisen broke the Guinness World Record for the "Most in-demand animated TV show" with a global demand rating 71.2 times than that of the average TV show, previously held by Attack on Titan.[47][48]

Anime differs from other forms of animation by its art styles, methods of animation, its production, and its process. Visually, anime works exhibit a wide variety of art styles, differing between creators, artists, and studios.[49] While no single art style predominates anime as a whole, they do share some similar attributes in terms of animation technique and character design.

Modern anime follows a typical animation production process, involving storyboarding, voice acting, character design, and cel production. Since the 1990s, animators have increasingly used computer animation to improve the efficiency of the production process. Early anime works were experimental, and consisted of images drawn on blackboards, stop motion animation of paper cutouts, and silhouette animation.[52][53] Cel animation grew in popularity until it came to dominate the medium. In the 21st century, the use of other animation techniques is mostly limited to independent short films,[54] including the stop motion puppet animation work produced by Tadahito Mochinaga, Kihachir Kawamoto and Tomoyasu Murata.[55][56] Computers were integrated into the animation process in the 1990s, with works such as Ghost in the Shell and Princess Mononoke mixing cel animation with computer-generated images.[57] Fuji Film, a major cel production company, announced it would stop cel production, producing an industry panic to procure cel imports and hastening the switch to digital processes.[57]

Prior to the digital era, anime was produced with traditional animation methods using a pose to pose approach.[52] The majority of mainstream anime uses fewer expressive key frames and more in-between animation.[58]

Japanese animation studios were pioneers of many limited animation techniques, and have given anime a distinct set of conventions. Unlike Disney animation, where the emphasis is on the movement, anime emphasizes the art quality and let limited animation techniques make up for the lack of time spent on movement. Such techniques are often used not only to meet deadlines but also as artistic devices.[59] Anime scenes place emphasis on achieving three-dimensional views, and backgrounds are instrumental in creating the atmosphere of the work.[19] The backgrounds are not always invented and are occasionally based on real locations, as exemplified in Howl's Moving Castle and The Melancholy of Haruhi Suzumiya.[60][61] Oppliger stated that anime is one of the rare mediums where putting together an all-star cast usually comes out looking "tremendously impressive".[62]

The cinematic effects of anime differentiates itself from the stage plays found in American animation. Anime is cinematically shot as if by camera, including panning, zooming, distance and angle shots to more complex dynamic shots that would be difficult to produce in reality.[63][64][65] In anime, the animation is produced before the voice acting, contrary to American animation which does the voice acting first.[66]

The body proportions of human anime characters tend to accurately reflect the proportions of the human body in reality. The height of the head is considered by the artist as the base unit of proportion. Head heights can vary, but most anime characters are about seven to eight heads tall.[67] Anime artists occasionally make deliberate modifications to body proportions to produce super deformed characters that feature a disproportionately small body compared to the head; many super deformed characters are two to four heads tall. Some anime works like Crayon Shin-chan completely disregard these proportions, in such a way that they resemble caricatured Western cartoons.

A common anime character design convention is exaggerated eye size. The animation of characters with large eyes in anime can be traced back to Osamu Tezuka, who was deeply influenced by such early animation characters as Betty Boop, who was drawn with disproportionately large eyes.[68] Tezuka is a central figure in anime and manga history, whose iconic art style and character designs allowed for the entire range of human emotions to be depicted solely through the eyes.[69] The artist adds variable color shading to the eyes and particularly to the cornea to give them greater depth. Generally, a mixture of a light shade, the tone color, and a dark shade is used.[70][71] Cultural anthropologist Rachel Thorn argues that Japanese animators and audiences do not perceive such stylized eyes as inherently more or less foreign.[72] However, not all anime characters have large eyes. For example, the works of Hayao Miyazaki are known for having realistically proportioned eyes, as well as realistic hair colors on their characters.[73] 0852c4b9a8

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