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The word anime is the Japanese term for animation , which means all forms of animated media. The earliest commercial Japanese animation dates to , and Japanese anime production has since continued to increase steadily. The characteristic anime art style emerged in the s with the works of Osamu Tezuka and spread internationally in the late twentieth century, developing a large domestic and international audience. Anime is distributed theatrically, by way of television broadcasts, directly to home media, and over the Internet.

It is classified into numerous genres targeting diverse broad and niche audiences. Anime is a diverse art form with distinctive production methods and techniques that have been adapted over time in response to emergent technologies. It combines graphic art, characterization, cinematography, and other forms of imaginative and individualistic techniques. Being hand-drawn, anime is separated from reality by a crucial gap of fiction that provides an ideal path for escapism that audiences can immerse themselves into with relative ease.

The anime industry consists of over production studios, including major names like Studio Ghibli , Gainax , and Toei Animation.

Despite comprising only a fraction of Japan's domestic film market, anime makes up a majority of Japanese DVD and Blu-ray sales. It has also seen international success after the rise of English- dubbed and subbed programming.

This rise in international popularity has resulted in non-Japanese productions using the anime art style. Whether these works are anime-influenced animation or proper anime is a subject for debate amongst fans. Anime is an art form, specifically animation, that includes all genres found in cinema, but it can be mistakenly classified as a genre.

The etymology of the word anime is disputed. For example: "Do you watch anime? In the mids, the term anime began to supplant Japanimation. The word anime has also been criticised, e. He equated the desolation with animators lacking motivation and with mass-produced, overly expressionistic products relying upon a fixed iconography of facial expressions and protracted and exaggerated action scenes but lacking depth and sophistication in that they do not attempt to convey emotion or thought.

The first format of anime was theatrical viewing which originally began with commercial productions in The home distribution of anime releases were popularized in the s with the VHS and LaserDisc formats.

Japanese animation began in the early 20th century, when Japanese filmmakers experimented with the animation techniques also pioneered in France, Germany, the United States and Russia. By the s animation was well established in Japan as an alternative format to the live-action industry. The s saw a surge of growth in the popularity of manga , Japanese comic books and graphic novels , many of which were later animated.

The work of Osamu Tezuka drew particular attention: he has been called a "legend" [46] and the "god of manga". The giant robot genre known as " mecha " outside Japan , for instance, took shape under Tezuka, developed into the Super Robot genre under Go Nagai and others, and was revolutionized at the end of the decade by Yoshiyuki Tomino who developed the Real Robot genre.

Following a few successful adaptations of anime in overseas markets in the s, anime gained increased acceptance in those markets in the s and even more at the turn of the 21st century.

Anime differs greatly from other forms of animation by its diverse art styles, methods of animation, its production, and its process.

Visually, anime is a diverse art form that contains a wide variety of art styles, differing from one creator, artist, and studio. Anime follows the typical production of animation, including storyboarding , voice acting , character design , and cel production Shirobako , itself a series, highlights many of the aspects involved in anime production.

Since the s, animators have increasingly used computer animation to improve the efficiency of the production process. Prior to the digital era, anime was produced with traditional animation methods using a pose to pose approach. 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. 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.

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. 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.

Generally, a mixture of a light shade, the tone color, and a dark shade is used. For example, the works of Hayao Miyazaki are known for having realistically proportioned eyes, as well as realistic hair colors on their characters.

Hair in anime is often unnaturally lively and colorful or uniquely styled. The movement of hair in anime is exaggerated and "hair action" is used to emphasize the action and emotions of characters for added visual effect. Anime and manga artists often draw from a common canon of iconic facial expression illustrations to denote particular moods and thoughts. The opening and credits sequences of most anime television episodes are accompanied by Japanese pop or rock songs, often by reputed bands.

They may be written with the series in mind, but are also aimed at the general music market, and therefore often allude only vaguely or not at all to the themes or plot of the series. Pop and rock songs are also sometimes used as incidental music "insert songs" in an episode, often to highlight particularly important scenes.

Shoujo and shounen anime sometimes contain elements popular with children of both sexes in an attempt to gain crossover appeal. Adult anime may feature a slower pace or greater plot complexity that younger audiences may typically find unappealing, as well as adult themes and situations.

By contrast, some anime subgenres incorporate ecchi , sexual themes or undertones without depictions of sexual intercourse , as typified in the comedic or harem genres; due to its popularity among adolescent and adult anime enthusiasts, the inclusion of such elements is considered a form of fan service. While often used in a pornographic context, the terms yaoi and yuri can also be used broadly in a wider context to describe or focus on the themes or the development of the relationships themselves.

Anime's genre classification differs from other types of animation and does not lend itself to simple classification. A major subgenre of science fiction is mecha , with the Gundam metaseries being iconic.

My Goddess. Works , Studio Pierrot and Studio Ghibli. There is also a labor union for workers in the industry, the Japanese Animation Creators Association.

Studios will often work together to produce more complex and costly projects, as done with Studio Ghibli's Spirited Away. Anime has to be licensed by companies in other countries in order to be legally released.

While anime has been licensed by its Japanese owners for use outside Japan since at least the s, the practice became well-established in the United States in the late s to early s, when such TV series as Gatchaman and Captain Harlock were licensed from their Japanese parent companies for distribution in the US market.

The trend towards American distribution of anime continued into the s with the licensing of titles such as Voltron and the 'creation' of new series such as Robotech through use of source material from several original series. In the early s, several companies began to experiment with the licensing of less children-oriented material. Some, such as A. Vision , and Central Park Media and its imprints, achieved fairly substantial commercial success and went on to become major players in the now very lucrative American anime market.

Others, such as AnimEigo , achieved limited success. Many companies created directly by Japanese parent companies did not do as well, most releasing only one or two titles before completing their American operations. Licenses are expensive, often hundreds of thousands of dollars for one series and tens of thousands for one movie. The industry has been subject to both praise and condemnation for fansubs , the addition of unlicensed and unauthorized subtitled translations of anime series or films.

They also try to encourage viewers to buy an official copy of the release once it comes out in English, although fansubs typically continue to circulate through file sharing networks.

Legal international availability of anime on the Internet has changed in recent years, with simulcasts of series available on websites like Crunchyroll. The anime industry has several annual awards which honor the year's best works. There were also the American Anime Awards , which were designed to recognize excellence in anime titles nominated by the industry, and were held only once in Anime has become commercially profitable in Western countries , as demonstrated by early commercially successful Western adaptations of anime, such as Astro Boy and Speed Racer.

Early American adaptions in the s made Japan expand into the continental European market, first with productions aimed at European and Japanese children, such as Heidi , Vicky the Viking and Barbapapa , which aired in various countries. Particularly Italy, Spain and France grew an interest into Japan's output, due to its cheap selling price and productive output.

In fact, Italy imported the most anime outside of Japan. The beginning of saw the introduction of Japanese anime series into the American culture. In the s, Japanese animation slowly gained popularity in America. Media companies such as Viz and Mixx began publishing and releasing animation into the American market.

As a direct result, various interests surrounding Japan have increased. Anime clubs gave rise to anime conventions in the s with the "anime boom", a period marked by increased popularity of anime. As of the s, many anime fans use online communities and databases such as MyAnimeList to discuss anime and track their progress watching respective series. One of the key points that made anime different from a handful of the Western cartoons is the potential for visceral content.

Once the expectation that the aspects of visual intrigue or animation being just for children is put aside, the audience can realize that themes involving violence, suffering, sexuality, pain, and death can all be storytelling elements utilized in anime as much as other types of media. Traditionally only Japanese works have been considered anime, but some works have sparked debate for blurring the lines between anime and cartoons, such as the American anime style production Avatar: The Last Airbender.

The web-based series RWBY , produced by Texas-based company Rooster Teeth , is produced using an anime art style, and the series has been described as "anime" by multiple sources.

For example, Adweek , in the headline to one of its articles, described the series as "American-made anime" [] , and in another headline, The Huffington Post described it as simply "anime", without referencing its country of origin. Anime is an art form, and to say only one country can make this art is wrong. It definitely usually works the other way around, and we're really pleased about that. In Japanese culture and entertainment, media mix is a strategy to disperse content across multiple representations: different broadcast media , gaming technologies, cell phones, toys, amusement parks , and other methods.

A number of anime media franchises have gained considerable global popularity, and are among the world's highest-grossing media franchises. From Wikipedia, the free encyclopedia. Not to be confused with Amine. Japanese animation. Demographic groups. Omake Terminology Iconography.

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