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/jp/ - Otaku Culture

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>> No.19551602 [View]
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19551602

>>19551169
>I found a list of the top sellers; these really aren't franchises you want to be competing with, and trying to score big on merch is a far less stable investment than simply cutting costs.
Most of these intellectual properties are marketed towards a general audience or children. Calarts cartoons (and shonen anime, for that matter) can survive by marketing themselves towards specific demographics that the big IPs can't or won't serve.
>The video game and smartphone market have eaten away at the industry
You have a point, but they also present opportunities for cartoons and anime in mobile markets:
https://play.google.com/store/apps/details?id=com.turner.pocketmorties&hl=en
https://www.amazon.com/Adventure-Time-King-steal-garbage-Nintendo/dp/B0081X5TV8
[insert dozens of links to shitty mobage here]
I doubt these games are going gangbusters on sales, but they probably generate revenue streams to make up for lost revenue via traditional sources.
>But there IS viable long-term commercial content production. It's just gatekept by actual industry processes.
I don't disagree, but I have to wonder at how big or small the acceptance rate is.

In the end I'm not too worried: both the eastern and western fandoms are protected from the worst of the commercialization of our communities and the content they produce by the sheer size and amount of already-existing dojinworks floating around out there. With the number of touhou circles attending comiket continuing to be in the thousands, the content generated will stay at critical mass and provide western fans with low or no-cost content for years to come.

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