原作为海外×制作为日本
Search documents
日本娱乐实力(2)海外原作×日本制作成潮流
日经中文网· 2025-12-16 02:54
Core Viewpoint - The article discusses the growing influence of overseas original works in the Japanese animation industry, highlighting the success of adaptations like "Let's Play" and "Solo Leveling," and the need for Japan to adapt to maintain its competitive edge in both animation and gaming sectors [2][5][12]. Group 1: Japanese Animation's Global Expansion - Japanese animation has established a strong brand identity, often associated with high-quality storytelling and artistic expression, but is now beginning to incorporate overseas works as original sources [2][10]. - The "Anime Expo" in Los Angeles showcased the popularity of the animation "Let's Play," which is based on a webtoon created by American author Leeanne M. Krecic, indicating a shift towards international collaboration in content creation [4][5]. - Crunchyroll, a major player in the animation distribution market, has identified "Let's Play" as a key title for 2023, reflecting a trend of adapting overseas content into Japanese animation styles [5][10]. Group 2: The Rise of Overseas Original Works - The upcoming animation "Solo Leveling," based on a Korean web novel, is noted as a pioneering example of this trend, with production handled by A-1 Pictures, further emphasizing the blending of international narratives with Japanese production [8][10]. - The increasing popularity of overseas original works is seen as an opportunity for Japanese animation to expand its audience and meet the growing demand for diverse storytelling styles [10][16]. - The collaboration between Crunchyroll and Aniplex in producing "Solo Leveling" demonstrates the integration of webtoon pacing into animation, catering to modern viewing habits [10]. Group 3: Challenges in the Gaming Sector - Japan's gaming industry is facing challenges as it struggles to adapt to the rapidly growing mobile and computer gaming markets, where it has historically held a competitive advantage [12][14]. - Analysis of popular games on platforms like Steam reveals that Chinese companies are now leading in both sales and downloads, indicating a shift in the gaming landscape that Japan must address [14][16]. - The article suggests that Japan's slow response in the gaming sector could allow competitors to gain further ground, similar to the trends observed in the animation industry [12][16].