Boku no Hero Academia was key to globalizing anime

2024-04-12
Boku no Hero Academia was key to globalizing anime

Hiroyasu Matsuoka, the CEO of TOHO in Japan, has recently made revealing statements about the impact of the "Boku no Hero Academia (My Hero Academia)" franchise on the globalization of anime since its debut. TOHO, the renowned Japanese entertainment company behind iconic properties like "Godzilla," has experienced tremendous success recently with its anime productions.

In an interview, Matsuoka explained how "Boku no Hero Academia" marked a turning point for the company in the anime business. About 11 years ago, TOHO ventured into the world of animation and launched the TOHO Animation brand. However, the early years were not easy, as the anime market had not yet reached its full potential.

That's when "My Hero Academia" came into the picture. For the first time, TOHO worked on a project for Weekly Shonen Jump, which became a hit TV series. This success attracted the attention of foreign distributors, who began negotiating with TOHO to acquire the rights to the series. Growing demand led to an increase in the license price, while competition in the market also intensified.

This phenomenon led TOHO to realize the potential of Japanese anime in the international market. They began to focus on foreign expansion, without neglecting the domestic market. The company strived to extend their anime series overseas and established a strong network that allowed them to participate in productions such as "Jujutsu Kaisen," "Sousou no Frieren," and "Kusuriya no Hitorigoto." In addition, Matsuoka mentioned his particular interest in an upcoming production titled "Kaiju No.8."

Boku no Hero Academia was key to globalizing anime

These statements reveal how the success of "Boku no Hero Academia" opened doors for TOHO in the global anime market and led them to expand their reach into new audiences around the world. With a renewed focus on internationalization, TOHO is positioned to remain a leading force in the Japanese entertainment industry.

Source: Visual Industry Promotion Organization

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