WEBVTT 1 00:00:25.250 --> 00:00:29.840 Let's talk about the latest trend in the global animation industry 2 00:00:29.840 --> 00:00:34.180 I am Han Chang-wan, a professor at Dept. Of Cartoon & Animation at Sejong Univ. 3 00:00:34.180 --> 00:00:37.730 Today, we will talk about the scale of the animation industry 4 00:00:37.730 --> 00:00:40.500 And in particular, how global its scale is 5 00:00:40.500 --> 00:00:44.259 And we will also talk about characteristics of the animation industry for each country 6 00:00:44.259 --> 00:00:52.340 As well as the main trends 7 00:00:52.340 --> 00:00:55.540 Let's start with the scale of the global animation industry 8 00:00:55.540 --> 00:00:59.619 The scale of the animation industry is still growing 9 00:00:59.619 --> 00:01:04.769 In 2022, the worldwide animation industry was as big as 386 billion dollars 10 00:01:04.769 --> 00:01:07.940 Which was a 4.3% increase compared to the year before 11 00:01:07.940 --> 00:01:11.490 And the prospects say that it will grow 5.4% every year, 12 00:01:11.490 --> 00:01:16.940 which will reach an industry as big as 588 billion dollars in 2030 13 00:01:16.940 --> 00:01:20.090 One of the reasons behind this prospect is 14 00:01:20.090 --> 00:01:23.940 The increase of OTT platforms which made animation available any time, anywhere 15 00:01:23.940 --> 00:01:28.690 And through digital media, such as smartphone or smart pad 16 00:01:28.690 --> 00:01:31.900 People now watch more animation anywhere, any time 17 00:01:31.900 --> 00:01:36.180 And with the development of 3D animation technology, production is now much faster and bigger in scale 18 00:01:36.180 --> 00:01:40.130 And the target audience has widened in generations for animation consumption 19 00:01:40.130 --> 00:01:42.099 These are some major reasons 20 00:01:42.099 --> 00:01:44.649 In particular, speaking as of 2023 21 00:01:44.649 --> 00:01:50.660 An analysis of popular content genres on seven major OTT platforms in 91 countries 22 00:01:50.660 --> 00:01:54.779 Claims that animation and action genres tied for the second place 23 00:01:54.779 --> 00:01:57.419 So it is now one of the major portfolios 24 00:01:57.419 --> 00:02:00.980 Japan is in the center of the international market 25 00:02:00.980 --> 00:02:05.540 This is because Japan is the rising core of the OTT animation 26 00:02:05.540 --> 00:02:08.540 After the endemic, when things restored in 2021 27 00:02:08.540 --> 00:02:14.419 The Japanese animation market has increased by 13% compared to the previous year, reaching 2.74 trillion yen 28 00:02:14.419 --> 00:02:16.500 Which equates to around 20 trillion Korean won 29 00:02:16.500 --> 00:02:20.350 As per categories, as global demand for Japanese animation increases 30 00:02:20.350 --> 00:02:24.940 The export area is recorded to be 13 trillion and 134 billion yen 31 00:02:24.940 --> 00:02:27.220 Which is the biggest portion of the market 32 00:02:27.220 --> 00:02:30.520 In that sense, as the K-Hallyu 33 00:02:30.520 --> 00:02:33.899 is being activated in other categories in other countries 34 00:02:33.899 --> 00:02:38.179 Korean animation is the weakest at the polar position 35 00:02:38.179 --> 00:02:41.940 While for Japan, all its cultural genres are outweighed by Korean equivalents 36 00:02:41.940 --> 00:02:46.290 Though for animation, it can surpass Korea and even be a threat to America 37 00:02:46.290 --> 00:02:48.660 That's how much of a rising power it is 38 00:02:48.660 --> 00:02:52.100 In contrast, America still is the biggest of the global industry 39 00:02:52.100 --> 00:02:57.979 It marks 121 billion dollars, a 3.4% increase from 2022 40 00:02:57.979 --> 00:03:00.129 The prospects say that it will 41 00:03:00.129 --> 00:03:04.100 Grow an annual average of 5% to reach 180 billion dollars in 2030 42 00:03:04.100 --> 00:03:07.250 This is because, as you know, Disney, Pixar, Dreamworks 43 00:03:07.250 --> 00:03:11.419 And other popular studios are still making successful animation works 44 00:03:11.419 --> 00:03:13.699 Next, China is a rising rookie in this market 45 00:03:13.699 --> 00:03:15.799 The animation market scale in China in 2022 46 00:03:15.799 --> 00:03:20.179 was 240 billion dollars, a 4% increase from the previous year 47 00:03:20.179 --> 00:03:24.580 In particular, because it is recorded that there are 500 million 2D industry users in China for 2023 48 00:03:24.580 --> 00:03:27.899 Such increase in 2D industry user as well as their consumption 49 00:03:27.899 --> 00:03:30.199 adds to the prospects that say that the Chinese animation market will 50 00:03:30.199 --> 00:03:33.940 reach around 38 billion dollars in 2040 51 00:03:33.940 --> 00:03:38.259 In particular, as Internet and commerce companies such as Weibo and Tencent 52 00:03:38.259 --> 00:03:42.139 jump into the animation market, they are maintaining large-scale investments 53 00:03:42.139 --> 00:03:46.740 This is because mobile animations are increasing in platforms such as Tik Tok 54 00:03:46.740 --> 00:03:51.820 In contrast, the market scale of Europe remains 109 billion dollars in 2022 55 00:03:51.820 --> 00:03:54.520 And prospects call for 56 00:03:54.520 --> 00:03:58.539 an average growth of 5.5% to reach 167 billion dollars in 2030 57 00:03:58.539 --> 00:04:00.619 There are more than 300 children's channels there 58 00:04:00.619 --> 00:04:04.179 So consumption is increasing around TV series animation works 59 00:04:04.179 --> 00:04:06.100 What about the Korean market? 60 00:04:06.100 --> 00:04:13.020 In 2021, the domestic animation sales amount was 750 billion won, a 36.6% increase from the previous year 61 00:04:13.020 --> 00:04:18.779 The export volume also increased by 16.6%, to 156 million dollars 62 00:04:18.779 --> 00:04:20.779 However, in 2023 63 00:04:20.779 --> 00:04:27.619 The frequency of animation content consumption at least once a week only slightly increased to 63.5% 64 00:04:27.619 --> 00:04:32.519 Here, Korean animation consumption is only 11.7% 65 00:04:32.519 --> 00:04:37.940 Which is still lower than foreign animation, which recorded 54.2% 66 00:04:37.940 --> 00:04:42.500 Let's look more closely at each country's market 67 00:04:42.500 --> 00:04:46.820 In Japan, their OTT platform market is becoming Netflix-centered 68 00:04:46.820 --> 00:04:49.140 It's 22.3%, the highest 69 00:04:49.140 --> 00:04:51.339 Next, the Japanese local platform 70 00:04:51.339 --> 00:04:55.179 U-NEXT takes 12.6% 71 00:04:55.179 --> 00:04:59.540 In particular, in order to compete with foreign OTT platforms with a lot of funds 72 00:04:59.540 --> 00:05:02.820 In 2023, their paid video service 73 00:05:02.820 --> 00:05:07.019 Paravi is planning to collaborate with the cable channel TV Tokyo 74 00:05:07.019 --> 00:05:10.980 Since they contain more than 6,000 animation contents 75 00:05:10.980 --> 00:05:15.019 This has the most variety of contents in Japanese OTT platforms 76 00:05:15.019 --> 00:05:17.660 Especially, they are planning to work with NBC Universal 77 00:05:17.660 --> 00:05:20.660 with whom they entered into a partnership, to expand publishing Dreamworks animation works 78 00:05:20.660 --> 00:05:22.380 Starting the year 2023 79 00:05:22.380 --> 00:05:27.179 In 2022, their animation OTT market scale marked 4.426 billion dollars 80 00:05:27.179 --> 00:05:32.260 And they prospect a growth to reach 5.7 billion dollars in 2027 81 00:05:32.260 --> 00:05:37.100 Especially for Toei Animation, which you might remember 82 00:05:37.100 --> 00:05:39.459 It's the studio for The First Slam Dunk 83 00:05:39.459 --> 00:05:43.940 They have announced a co-production in 2023 84 00:05:43.940 --> 00:05:47.940 of writer Moon Jungwoo's 'Gosu', with Naver Webtoon Studio N 85 00:05:47.940 --> 00:05:52.660 With their various character IP, such as Dragon Ball and One Piece 86 00:05:52.660 --> 00:05:55.420 In 2023, they also entered a partnership with 87 00:05:55.420 --> 00:05:58.339 Sandbox, a Metaverse game platform 88 00:05:58.339 --> 00:06:01.940 In particular, Wit Studio, having produced 'Spy x Family' 89 00:06:01.940 --> 00:06:05.179 Opened their Wit Animation Academy in 2021 90 00:06:05.179 --> 00:06:07.980 to work further on talent training and animation discovery 91 00:06:07.980 --> 00:06:10.179 After six months of animation training 92 00:06:10.179 --> 00:06:13.820 This course allows trainees to be hired in Wit Studio to participate in productions 93 00:06:13.820 --> 00:06:18.059 On April, 2023, Toei Animation Drawing Academy has been founded 94 00:06:18.059 --> 00:06:19.899 And they are running an employment linkage program 95 00:06:19.899 --> 00:06:25.579 In this sense, Japan has activated their talent discovery works of young animators 96 00:06:25.579 --> 00:06:28.420 To work through this much quantity 97 00:06:28.420 --> 00:06:31.779 In addition, global OTT platform companies are funding Japanese animation 98 00:06:31.779 --> 00:06:34.619 Netflix worked with Nippon TV 99 00:06:34.619 --> 00:06:39.540 and released 'Hunter x Hunter' first in the OTT platform industry on September, 2022 100 00:06:39.540 --> 00:06:44.100 as well as their popular 13 animation series including 'Berserk' and 'Death Note' 101 00:06:44.100 --> 00:06:46.660 which were released to 190 countries 102 00:06:46.660 --> 00:06:50.980 Perhaps with such collaborations 103 00:06:50.980 --> 00:06:54.420 Netflix, having lost animation works by Disney or Universal 104 00:06:54.420 --> 00:06:57.779 was able to retain a variety of animation content in their platform 105 00:06:57.779 --> 00:06:59.260 And with this investment by Netflix 106 00:06:59.260 --> 00:07:02.739 The Japanese animation is being more activated 107 00:07:02.739 --> 00:07:07.100 Disney+ also opened a partnership with Kodansha, the publisher of 'Demon Slayer: Kimetsu no Yaiba' 108 00:07:07.100 --> 00:07:10.350 to attain their global exclusive service rights of 109 00:07:10.350 --> 00:07:11.700 various Japanese animation works 110 00:07:11.700 --> 00:07:15.140 Nielsen, an American market research firm, conducted a survey on OTT platform users 111 00:07:15.140 --> 00:07:17.420 to analyze their preferences for detailed content genres 112 00:07:17.420 --> 00:07:19.579 Japanese animation ranked on the third 113 00:07:19.579 --> 00:07:22.380 which showed a lot of demand in the American market 114 00:07:22.380 --> 00:07:26.100 And animation platforms with more than 10 million subscribers in America 115 00:07:26.100 --> 00:07:28.540 Niche OTT platforms such as Crunchyroll 116 00:07:28.540 --> 00:07:32.859 Now exclusively have Japanese animation IT for service 117 00:07:32.859 --> 00:07:34.899 And another characteristic of such animation works 118 00:07:34.899 --> 00:07:36.260 is the spin-off animations 119 00:07:36.260 --> 00:07:39.660 A spinoff to Detective Conan series is 120 00:07:39.660 --> 00:07:43.140 'The Culprit Hanzawa' and 'Zero's Tea Time' series 121 00:07:43.140 --> 00:07:47.019 which retain and even expand the fandom for the original 122 00:07:47.019 --> 00:07:49.940 And this is why, one of the classics, Inuyasha 123 00:07:49.940 --> 00:07:54.140 the children of its main characters are now the main characters 124 00:07:54.140 --> 00:07:58.140 in 'Magical Doremi' of 'Yashahime' 125 00:07:58.140 --> 00:08:00.339 The world expands where the characters are now adults 126 00:08:00.339 --> 00:08:04.100 Such spinoff animations are actively in production 127 00:08:04.100 --> 00:08:08.709 Aside from spinoffs, classic animation works such as 128 00:08:08.709 --> 00:08:10.779 'Urusei Yatsura', 'Magical Circle Guru Guru', 'Sailor Moon' are 129 00:08:10.779 --> 00:08:14.339 being remade into a contemporary style 130 00:08:14.339 --> 00:08:18.059 Because it is a remake of what has already been produced 131 00:08:18.059 --> 00:08:22.420 This shortens the process and the schedule compared to making an original 132 00:08:22.420 --> 00:08:26.339 And it targets women in the age group of 20-34 133 00:08:26.339 --> 00:08:28.260 Who are active in consumption 134 00:08:28.260 --> 00:08:32.099 Finally it can attract not only the old generation 135 00:08:32.099 --> 00:08:36.340 But also the new gen MZ as their fandom 136 00:08:36.340 --> 00:08:38.500 What about the U.S. market? 137 00:08:38.500 --> 00:08:41.820 In America, Internet platform usage rate is still increasing 138 00:08:41.820 --> 00:08:44.140 Video platforms such as YouTube or Tik Tok 139 00:08:44.140 --> 00:08:47.260 OTT services such as Netflix or Prime Video 140 00:08:47.260 --> 00:08:49.099 expand to video-based media 141 00:08:49.099 --> 00:08:52.820 The TV program market through terrestrial and cable TV has decreased in scale 142 00:08:52.820 --> 00:08:59.059 while OTT-based consumers watch more animation now 143 00:08:59.059 --> 00:09:02.820 In particular, the OTT market where video contents such as animation and movie is available 144 00:09:02.820 --> 00:09:07.419 has marked a big growth from 2018 to 2021 145 00:09:07.419 --> 00:09:09.940 with the annual average of 25.4% 146 00:09:09.940 --> 00:09:11.539 The animation OTT market marked 147 00:09:11.539 --> 00:09:15.859 49.4 billion dollars in 2022, almost 50 billion 148 00:09:15.859 --> 00:09:20.500 and it is expected to grow 8.8% a year, which is a big growth 149 00:09:20.500 --> 00:09:25.539 In sum, thanks to the OTT platform market 150 00:09:25.539 --> 00:09:28.419 Animation that had its limitation in time, availability and generation 151 00:09:28.419 --> 00:09:32.179 was able to expand its industry by this much 152 00:09:32.179 --> 00:09:34.460 In addition, the market share of American OTT platform industry shows 153 00:09:34.460 --> 00:09:37.419 the big leader of Netflix, 15% of share 154 00:09:37.419 --> 00:09:39.380 and with their own strong IP 155 00:09:39.380 --> 00:09:43.539 Disney+, though having been in service later in time, is a solid second in place 156 00:09:43.539 --> 00:09:47.219 In addition, various production studios such as Disney, Pixar, Dreamworks, Illumination and more 157 00:09:47.219 --> 00:09:50.659 are actively producing animation films using 3D technologies 158 00:09:50.659 --> 00:09:53.179 In particular, Pixar's 'Elemental' 159 00:09:53.179 --> 00:09:56.020 visualizes the four elements, such as fire, earth, and air 160 00:09:56.020 --> 00:10:00.619 in a very real-like form, which is very difficult to do so, using machine learning technology 161 00:10:00.619 --> 00:10:05.299 And it generated around 26.91874 million dollars in demand 162 00:10:05.299 --> 00:10:06.900 becoming a hit in Korea 163 00:10:06.900 --> 00:10:10.940 ‘Puss in Boots: The Last Wish' by Dreamworks was nominated for an Oscar 164 00:10:10.940 --> 00:10:13.820 'Super Mario Bros. the Movie' by Illumination 165 00:10:13.820 --> 00:10:16.659 achieved over 1 billion dollars in box office revenue 166 00:10:16.659 --> 00:10:19.619 and ranked at the top of the worldwide box office 167 00:10:19.619 --> 00:10:21.739 America also has the spinoff works 168 00:10:21.739 --> 00:10:24.820 Having earned 1.27 billion dollars in box office revenue 169 00:10:24.859 --> 00:10:28.219 'Frozen' has used the character IP of Olaf 170 00:10:28.219 --> 00:10:32.340 to create three spinoff works, in shorts and series 171 00:10:32.340 --> 00:10:34.539 And you may know about 'Up' by Pixar 172 00:10:34.539 --> 00:10:37.299 They used the dog character called Dug 173 00:10:37.299 --> 00:10:40.179 to produce a short animation piece in 2021 174 00:10:40.179 --> 00:10:42.020 in an episode format at Disney+ 175 00:10:42.020 --> 00:10:44.059 In addition, featured at 'Despicable Me' by Illumination, 176 00:10:44.059 --> 00:10:48.580 The character IP of Minions allowed for a feature film for themselves 177 00:10:48.580 --> 00:10:51.299 In America, the spinoff production is active 178 00:10:51.299 --> 00:10:56.739 for the works that have already proved their popularity 179 00:10:56.739 --> 00:11:01.739 The AI technology was first published in America 180 00:11:01.739 --> 00:11:05.179 Netflix has revealed 'Dog and Boy' on YouTube in 2023 181 00:11:05.179 --> 00:11:08.659 which was the first animation created with AI-generated backgrounds 182 00:11:08.659 --> 00:11:10.269 And this prospected that 183 00:11:10.269 --> 00:11:14.179 AI will contribute in shortening the animation production time 184 00:11:14.179 --> 00:11:17.460 Native Foreign, using Dall-E the open AI 185 00:11:17.460 --> 00:11:19.380 Successfully generated characters of 'CRITTERZ' 186 00:11:19.380 --> 00:11:21.299 as well as the forest background images 187 00:11:21.299 --> 00:11:25.179 At this point of time, AI animation technology is beyond mere image generation 188 00:11:25.179 --> 00:11:29.500 It is advancing as a technology for expressing delicate movements 189 00:11:29.500 --> 00:11:31.340 Let's look at the Chinese animation market 190 00:11:31.340 --> 00:11:33.140 The market scale for Chinese animation OTT 191 00:11:33.140 --> 00:11:36.780 still shows an annual average growth rate of 16.2% 192 00:11:36.780 --> 00:11:38.500 It is slowly in growth 193 00:11:38.500 --> 00:11:40.059 The market scale for animation OTT in 2023 194 00:11:40.059 --> 00:11:42.700 is recorded as 20.066 billion dollars 195 00:11:42.700 --> 00:11:46.780 Prospected to show a 7.4% growth in the future 196 00:11:46.780 --> 00:11:49.419 In particular, at Bilibili, a Chinese YouTube 197 00:11:49.419 --> 00:11:51.739 started as a video website in 2009 198 00:11:51.739 --> 00:11:55.940 and it is now focusing on subculture events and game content production 199 00:11:55.940 --> 00:11:58.340 Based on this energy of cultural industry 200 00:11:58.340 --> 00:12:02.400 its monthly active user, or MAU in the fourth quarter of 2022 201 00:12:02.400 --> 00:12:04.580 was 326 million people 202 00:12:04.580 --> 00:12:06.700 Bilibili is now a big platform 203 00:12:06.700 --> 00:12:08.619 And centered around Bilibili 204 00:12:08.619 --> 00:12:10.820 animation consumption is increasing 205 00:12:10.820 --> 00:12:12.219 Based on the results of Bilibili 206 00:12:12.219 --> 00:12:14.700 the most watched animation in 2022 was 207 00:12:14.700 --> 00:12:18.940 'The Three Body Problem', based on a Chinese sci-fi novel 208 00:12:18.940 --> 00:12:22.059 'The Three Body Problem', which was also a successful Netflix movie and series 209 00:12:22.059 --> 00:12:24.780 Achieved 24.07 million views 210 00:12:24.780 --> 00:12:27.419 And in the most watched animation top 10, 211 00:12:27.419 --> 00:12:30.219 except four animations, other six are all Japanese works 212 00:12:30.219 --> 00:12:33.979 Even in China, Japanese animation is still very popular 213 00:12:33.979 --> 00:12:35.739 You can refer to this table for that 214 00:12:35.739 --> 00:12:38.780 According to the China National Radio and Television Administration (NRTA) 215 00:12:38.780 --> 00:12:41.260 In 2022, Chinese animation was produced and published 216 00:12:41.260 --> 00:12:46.020 11.5% more than the previous year, 331 works in total 217 00:12:46.020 --> 00:12:48.940 Perhaps Chinese animation production is activated 218 00:12:48.940 --> 00:12:51.659 as one of the strategies to spread the Chinese culture 219 00:12:51.659 --> 00:12:55.140 In 2022, China began their animation production project based on classical Chinese folklore 220 00:12:55.140 --> 00:12:58.140 called as 'Network Animation Film Support Program' 221 00:12:58.140 --> 00:13:02.179 So, perhaps applicable for all Chinese-produced videos 222 00:13:02.179 --> 00:13:05.700 There are a lot of ideological works 223 00:13:05.700 --> 00:13:09.700 that reflect the Chinese ideology and the stance of the Chinese government 224 00:13:09.700 --> 00:13:11.490 And classical Chinese folklore is 225 00:13:11.490 --> 00:13:14.460 also presented in Chinese animation 226 00:13:14.460 --> 00:13:16.619 In 2023, the Chinese animation industry received attention 227 00:13:16.619 --> 00:13:20.500 With Chang'an San Wan Li (30,000 Miles from Chang'an) and Yao-Chinese Folktales 228 00:13:20.500 --> 00:13:24.900 At Sejong Graduate School, these two pieces are the most popular subjects 229 00:13:24.900 --> 00:13:28.059 of the dissertations of Ph.D.s of China 230 00:13:28.059 --> 00:13:30.820 Popularity of Chang'an San Wan Li (30,000 Miles from Chang'an) and Yao-Chinese Folktales 231 00:13:30.820 --> 00:13:34.940 Chang'an San Wan Li (30,000 Miles from Chang'an) recorded the second highest box office earnings in China 232 00:13:34.940 --> 00:13:36.900 It centers around the Chinese history 233 00:13:36.900 --> 00:13:41.299 Spanning a long running time of 168 minutes for storytelling 234 00:13:41.299 --> 00:13:43.539 And its success is beyond expectation 235 00:13:43.539 --> 00:13:47.299 168 minutes is longer than 2.5 hours 236 00:13:47.299 --> 00:13:48.249 Why so long? 237 00:13:48.249 --> 00:13:50.820 Many Chinese animation works are very long 238 00:13:50.820 --> 00:13:54.419 Even for TV series, while they usually span 52 episodes elsewhere 239 00:13:54.419 --> 00:13:58.059 In China, 300 episodes is a common number 240 00:13:58.059 --> 00:14:01.140 That must be why feature film length is also long 241 00:14:01.140 --> 00:14:03.059 Yao-Chinese Folktales is an omnibus work 242 00:14:03.059 --> 00:14:07.140 containing 8 episodes based on Chinese traditional culture 243 00:14:07.140 --> 00:14:10.979 A 6-episode AI animation 'Qianqiu Shisong' 244 00:14:10.979 --> 00:14:14.940 which was produced by China Central Television (CCTV) with AI generative content technology 245 00:14:14.940 --> 00:14:18.900 was aired on February, 2024 through CCTV's comprehensive programming channel 246 00:14:18.900 --> 00:14:21.700 And it has won the first In viewing ratings among 247 00:14:21.700 --> 00:14:25.059 the animations broadcasted simultaneously on satellite channels 248 00:14:25.059 --> 00:14:27.299 Classical poetry in Chinese textbook 249 00:14:27.299 --> 00:14:30.619 was recreated in a Chinese video with the ink wash painting background 250 00:14:30.619 --> 00:14:33.380 These kind of works are popular in China 251 00:14:33.380 --> 00:14:35.900 Through Netflix, their original IP animation 252 00:14:35.900 --> 00:14:39.619 'Scissor Seven' is shown in 190 countries all over the world 253 00:14:39.619 --> 00:14:44.460 If you watch this through Netflix, 254 00:14:44.460 --> 00:14:47.020 you might think that China makes all these short and comic animations 255 00:14:47.020 --> 00:14:49.460 Because it's a very short animation 256 00:14:49.460 --> 00:14:52.140 but it is a very interesting and creative work 257 00:14:52.140 --> 00:14:54.979 Through the translation infrastructure that Netflix has 258 00:14:54.979 --> 00:14:57.460 They are going for both globalization and localization simultaneously 259 00:14:57.460 --> 00:15:02.580 So this animation represents the Chinese animation with the Glocalization strategy applied 260 00:15:02.580 --> 00:15:05.059 It has some non-Chinese-looking ninja characters 261 00:15:05.059 --> 00:15:07.460 Let's move on to the European animation market 262 00:15:07.460 --> 00:15:10.850 In Europe as well, the major market for 263 00:15:10.850 --> 00:15:12.700 consuming media and content is shifting to the OTT platforms 264 00:15:12.700 --> 00:15:14.799 Especially for France, England and Germany 265 00:15:14.799 --> 00:15:17.940 Netflix, Disney+, Amazon Prime Video 266 00:15:17.940 --> 00:15:20.340 dominates the global OTT platform market 267 00:15:20.340 --> 00:15:23.140 Their local platforms such as Canal+ 268 00:15:23.140 --> 00:15:25.059 are ranked after these big OTT platforms 269 00:15:25.059 --> 00:15:26.940 So Canal+ ranks on the fourth 270 00:15:26.940 --> 00:15:28.979 And in these platforms 271 00:15:28.979 --> 00:15:31.780 animation plays a key role 272 00:15:31.780 --> 00:15:34.099 A French production studio Xilam 273 00:15:34.149 --> 00:15:37.659 has collaborated with global OTT platforms such as Netflix and Disney+ 274 00:15:37.659 --> 00:15:40.510 and has produced and streamed works such as 275 00:15:40.510 --> 00:15:43.099 Oggy Oggy and Chip 'n' Dale 276 00:15:43.099 --> 00:15:44.580 A British studio, Aardman Animations 277 00:15:44.580 --> 00:15:46.020 has collaborated with Disney+ 278 00:15:46.020 --> 00:15:48.020 to produce Star Wars Visions 2 279 00:15:48.020 --> 00:15:49.539 And with the support of Netflix 280 00:15:49.539 --> 00:15:52.419 They are about to open Chicken Run 2 281 00:15:52.419 --> 00:15:54.659 Like so, through partnership and collaboration 282 00:15:54.659 --> 00:15:58.419 Between global OTT platforms and intra-Europe animation studios 283 00:15:58.419 --> 00:16:00.219 They are seeking to enter into the European market 284 00:16:00.219 --> 00:16:02.979 In particular, every country in Europe 285 00:16:02.979 --> 00:16:06.739 has linked to a support business in order to 286 00:16:06.739 --> 00:16:07.979 foster their own children's animation 287 00:16:07.979 --> 00:16:10.659 And this activates more production 288 00:16:10.659 --> 00:16:13.219 In Europe, they still prefer American animation 289 00:16:13.219 --> 00:16:14.580 Especially for children's channel 290 00:16:14.580 --> 00:16:17.700 Its 48% provides American contents 291 00:16:17.700 --> 00:16:19.820 With this, in order to promote the domestic animation industry 292 00:16:19.820 --> 00:16:23.380 Methods such as tax reductions and production support policies are implemented 293 00:16:23.380 --> 00:16:27.580 And annual animation production is increasing, as seen in 8.8 for France 294 00:16:27.580 --> 00:16:31.780 7 for Russia and 6 for Germany 295 00:16:31.780 --> 00:16:33.580 Thinking Europe as a small market 296 00:16:33.580 --> 00:16:36.219 They are working on animations 297 00:16:36.219 --> 00:16:38.099 as a whole, as the 'EU Market' 298 00:16:38.099 --> 00:16:40.580 They are expected to be more present at events 299 00:16:40.580 --> 00:16:43.780 such as Oscar and Sundance and show more continued growth 300 00:16:43.780 --> 00:16:46.900 In particular, the beginning of animation 301 00:16:46.900 --> 00:16:49.299 France, which basically is the founder of animation 302 00:16:49.299 --> 00:16:54.260 has released 52 feature length animation works in theaters in 2022 303 00:16:54.260 --> 00:16:57.659 And the highest in number is marked in 1996 and 2019 304 00:16:57.659 --> 00:17:00.500 This estimates that animation production is activated 305 00:17:00.500 --> 00:17:02.739 in France after the endemic 306 00:17:02.739 --> 00:17:05.020 In addition, with the import of Japanese animation 307 00:17:05.020 --> 00:17:07.900 Which targets the youth in the teens and twenties 308 00:17:07.900 --> 00:17:10.300 The main target of animation consumption 309 00:17:10.300 --> 00:17:14.219 is now becoming older than the children 310 00:17:14.219 --> 00:17:16.219 With this, France has produced a comedy animation 311 00:17:16.219 --> 00:17:18.819 called 'Le Petit Nicholas' 312 00:17:18.819 --> 00:17:22.939 Which has attracted 37.8% of the elderly audience 313 00:17:22.939 --> 00:17:25.140 to promote for diversification in animation 314 00:17:25.140 --> 00:17:29.619 And there, 5,166 episodes of TV animation series 315 00:17:29.619 --> 00:17:31.459 are being produced annually 316 00:17:31.459 --> 00:17:34.900 Every season, 2 to 13 short episode series 317 00:17:34.900 --> 00:17:37.219 take 40% of the whole animation works 318 00:17:37.219 --> 00:17:40.579 and episode series between 14 to 26 mark 25% 319 00:17:40.579 --> 00:17:44.140 and episode series between 27 and 52 mark 23% 320 00:17:44.140 --> 00:17:47.579 showing preference in shorter episodes 321 00:17:47.579 --> 00:17:50.739 In particular, around video sharing platforms such as YouTube 322 00:17:50.739 --> 00:17:53.380 Web-based TV animation series is growing 323 00:17:53.380 --> 00:17:55.300 And in particular, for animation marketing 324 00:17:55.300 --> 00:17:57.140 They would create their own YouTube channel 325 00:17:57.140 --> 00:17:59.859 To provide more information about their animation 326 00:17:59.859 --> 00:18:02.300 So it is prospected that the TV animation series production 327 00:18:02.300 --> 00:18:04.939 In Europe will continue to grow 328 00:18:04.939 --> 00:18:07.300 What about in Korea? 329 00:18:07.300 --> 00:18:12.099 The Korean market had its OTT market scaled to 1.9 billion dollars in 2022 330 00:18:12.099 --> 00:18:15.819 prospected to grow by 9.9% a year in 2026 331 00:18:15.819 --> 00:18:19.900 In particular, OTT service usage rate increased by 2.5% from the previous year 332 00:18:19.900 --> 00:18:22.260 In 2022, it marked 72% 333 00:18:22.260 --> 00:18:24.420 which keeps showing its growth 334 00:18:24.420 --> 00:18:29.979 In August, 2022, the monthly user in Korean OTT market shows 335 00:18:29.979 --> 00:18:32.140 Netflix as 12.13 million users 336 00:18:32.140 --> 00:18:34.140 Wavve, 4.32 million users 337 00:18:34.140 --> 00:18:39.420 And Tving, 4.28 million users 338 00:18:39.420 --> 00:18:40.979 What we should focus on here is 339 00:18:40.979 --> 00:18:44.099 that the active OTT market means 340 00:18:44.099 --> 00:18:47.540 the equivalent growth of the animation market 341 00:18:47.540 --> 00:18:49.140 And to support the production of Korean animations 342 00:18:49.140 --> 00:18:51.859 Every year there are Korean animation production support policies 343 00:18:51.859 --> 00:18:53.699 IP-based animation production support 344 00:18:53.699 --> 00:18:55.020 Young animation producers support 345 00:18:55.020 --> 00:18:59.380 And more support policies done by The Ministry of Culture, Sports and Tourism (MCST) 346 00:18:59.380 --> 00:19:01.339 Through their support in 2023 347 00:19:01.339 --> 00:19:02.579 A Korean animation 348 00:19:02.579 --> 00:19:07.180 'Cabeon' is now released in cable channels or IPTV OTT 349 00:19:07.180 --> 00:19:10.979 Cony's Sketchbook, The Legend of Myo-si 350 00:19:10.979 --> 00:19:13.060 Guardians of the Video Game, and many more 351 00:19:13.060 --> 00:19:15.739 are being produced through such policies 352 00:19:15.739 --> 00:19:20.819 In 2022, Aniplus acquired Laftel, a platform worth 35.1 billion 353 00:19:20.819 --> 00:19:24.579 This was an expansion of content variety in the OTT market 354 00:19:24.579 --> 00:19:28.540 Laftel was a niche OTT, an animation OTT platform 355 00:19:28.540 --> 00:19:32.020 And by enhancing business competitiveness and expanding influence in global market 356 00:19:32.020 --> 00:19:34.979 It is expected to increase in sales and revenue 357 00:19:34.979 --> 00:19:37.540 Such attractive IP as global OTT platforms 358 00:19:37.540 --> 00:19:40.619 are now exclusively in service, seeking to expand the market 359 00:19:40.619 --> 00:19:46.219 Using 10 popular Webtoon IP including Red Fox and The Dangerous Convenience Store 360 00:19:46.219 --> 00:19:48.540 They are to produce their animations 361 00:19:48.540 --> 00:19:51.819 The production studio of Super Dino Catch! Teeenieping 362 00:19:51.819 --> 00:19:56.180 SAMG Entertainment has reached its sales revenue in 2023 363 00:19:56.180 --> 00:19:59.459 That grew by 40% from the previous year, which reached 95.1 billion won 364 00:19:59.459 --> 00:20:02.060 the biggest in their four years' history 365 00:20:02.060 --> 00:20:05.979 And initial public offering (IPO) contributed to this result 366 00:20:05.979 --> 00:20:09.939 Producer of Lookism, The Legend of Korra, The Witcher and more, 367 00:20:09.939 --> 00:20:14.140 Studio Mir also succeeded in IPO in 2023 368 00:20:14.140 --> 00:20:16.260 For more growth of the company 369 00:20:16.260 --> 00:20:20.260 Iconix and FunnyFlux are also planning for their IPO 370 00:20:20.260 --> 00:20:22.300 In particular, The Pinkfong Company 371 00:20:22.300 --> 00:20:27.219 was included in Time's 100 Most Influential Companies of 2022 372 00:20:27.219 --> 00:20:29.699 proving the power of Korean children's animation 373 00:20:29.699 --> 00:20:33.459 The Baby Shark animation hit the first ever on YouTube 374 00:20:33.459 --> 00:20:36.900 10 billion views worldwide, the biggest ever 375 00:20:36.900 --> 00:20:41.619 And by June, 2023, it ranks no.1 for YouTube views worldwide 376 00:20:41.619 --> 00:20:45.459 The Pinkfong Company, following Baby Shark, has released 377 00:20:45.459 --> 00:20:47.859 Bebefinn on Netflix 378 00:20:47.859 --> 00:20:50.739 And in its first week of release, it went on 379 00:20:50.739 --> 00:20:53.420 Top 10 for 9 countries worldwide including the US 380 00:20:53.420 --> 00:20:56.099 As world animation industry expands 381 00:20:56.099 --> 00:20:59.020 and more channels are allowed for content usage 382 00:20:59.020 --> 00:21:03.219 K-webtoons are being remade into animations 383 00:21:03.219 --> 00:21:06.020 Based on the Naver Webtoon, Yumi's cells 384 00:21:06.020 --> 00:21:09.900 Yumi's Cells The Movie was released on April 2024 385 00:21:09.900 --> 00:21:13.300 It achieved the highest pre-sale rate on the first day of released 386 00:21:13.300 --> 00:21:15.739 In 76 countries worldwide 387 00:21:15.739 --> 00:21:18.780 After Lookism by Studio Mir was released on Netflix 388 00:21:18.780 --> 00:21:21.180 It ranked 8 on Global Weekly 389 00:21:21.180 --> 00:21:24.979 as well as entering Global Top 10 of Korean animation 390 00:21:24.979 --> 00:21:28.500 Works like 'Shinbyeong' by Studio Jangbbijju, targeting YouTube 391 00:21:28.500 --> 00:21:30.579 has recorded a cumulative 1.3 billion views 392 00:21:30.579 --> 00:21:33.219 and was remade into a TV series in 2022 393 00:21:33.219 --> 00:21:36.859 And it is being considered for revenue diversification such as through merch sales 394 00:21:36.859 --> 00:21:39.140 YouTube animation Bbangbbang's diary (B2ANG) 395 00:21:39.140 --> 00:21:43.099 has reached 1.91 million subscribers to produce revenue through 396 00:21:43.099 --> 00:21:46.180 Merch, collaboration, pop up stores and more 397 00:21:46.180 --> 00:21:49.260 And in 2023, it has entered into a licensing agreement with 398 00:21:49.260 --> 00:21:53.060 Japan's Sony Creative Product to enter into the Japanese market 399 00:21:53.060 --> 00:21:56.180 YLAB Studio is working for Naver Webtoon 'Terror Man' 400 00:21:56.180 --> 00:22:01.459 and is co-producing its animation with CJ ENM, DR Movie and Studio Bazooka in 2024 401 00:22:01.459 --> 00:22:04.500 It will be released on Tving, a Korean OTT platform 402 00:22:04.500 --> 00:22:09.459 Korean animation utilized popular Korean Webtoon IP 403 00:22:09.459 --> 00:22:12.619 And the trend is to collaborate among various studios 404 00:22:12.619 --> 00:22:16.219 to activate the production system 405 00:22:16.219 --> 00:22:17.020 A welcoming news 406 00:22:17.020 --> 00:22:19.369 Celebrating the 40th anniversary of Dooly the Little Dinosaur 407 00:22:19.369 --> 00:22:24.219 Its film released in 1996, Dooly the Little Dinosaur - The Adventure of Ice Planet 408 00:22:24.219 --> 00:22:26.300 is now remastered to be re-released 409 00:22:26.300 --> 00:22:30.339 The work following the series Run Hany in 36 years, 'Naughty Girl' 410 00:22:30.339 --> 00:22:33.819 is revolving around a new story centering around Na Ae-ri, Hany's rival 411 00:22:33.819 --> 00:22:35.900 and is released in 2024 winter 412 00:22:35.900 --> 00:22:40.300 These classic animations expand the target audience generation 413 00:22:40.300 --> 00:22:43.219 and are expected to approach the gen MZ 414 00:22:43.219 --> 00:22:45.099 as the new works 415 00:22:49.979 --> 00:22:52.979 So having seen such scale and trend in the industry 416 00:22:52.979 --> 00:22:55.780 Let's summarize the trends in global animation 417 00:22:55.780 --> 00:22:58.579 First of all, rather than feature length 418 00:22:58.579 --> 00:23:03.739 Mid- and short-form animations are getting more attention 419 00:23:03.739 --> 00:23:07.339 As YouTube and Tik Tok are becoming core platforms for video consumption 420 00:23:07.339 --> 00:23:12.260 In 2021, in Korea, 56% of the teens prefer short videos 421 00:23:12.260 --> 00:23:13.910 So mid- and short form animations 422 00:23:13.910 --> 00:23:17.180 under 10 minutes are now in presence 423 00:23:17.180 --> 00:23:20.099 Disney+ released something with 6 minutes of running time 424 00:23:20.099 --> 00:23:22.140 A Marvel Cinematic Universe Animation 425 00:23:22.140 --> 00:23:24.939 I Am Groot Series 426 00:23:24.939 --> 00:23:26.660 And in Korea, Kakao Entertainment 427 00:23:26.660 --> 00:23:29.900 produced short animation using its own character in 2022 428 00:23:29.900 --> 00:23:32.540 'I am Jordy' at Kakao TV 429 00:23:32.540 --> 00:23:35.739 which ranked 500K views in a week 430 00:23:35.739 --> 00:23:39.459 and achieved 5.7 million views in total 431 00:23:39.459 --> 00:23:41.420 It is such an interesting case 432 00:23:41.420 --> 00:23:46.339 American gen Z is mesmerized with Tik Tok Sludge Content 433 00:23:46.339 --> 00:23:48.339 After the advent of short form video 434 00:23:48.339 --> 00:23:51.140 As they are now used to a minute's worth of videos 435 00:23:51.140 --> 00:23:52.490 Within Tik Tok 436 00:23:52.490 --> 00:23:53.260 Listen carefully here 437 00:23:53.260 --> 00:23:57.660 Without any correlation on the screen 438 00:23:57.660 --> 00:24:00.180 More than four videos play simultaneously 439 00:24:00.180 --> 00:24:04.739 This is what a Sludge content is, which is popular among American gen Z 440 00:24:04.739 --> 00:24:08.219 For me, seeing four different stories simultaneously 441 00:24:08.219 --> 00:24:09.780 will make me lose focus 442 00:24:09.780 --> 00:24:11.339 But this is the trend 443 00:24:11.339 --> 00:24:13.540 The source of these contents are not clear 444 00:24:13.540 --> 00:24:16.699 But this culture was born out of the short form addiction of gen Z 445 00:24:16.699 --> 00:24:18.570 Many doctors claim 446 00:24:18.570 --> 00:24:22.219 Over-multitasking will negatively affect the brain 447 00:24:22.219 --> 00:24:23.660 and cause problems such as depression 448 00:24:23.660 --> 00:24:25.939 This is their comment against this culture 449 00:24:25.939 --> 00:24:28.900 However, based on a study at Ofcom 450 00:24:28.900 --> 00:24:31.699 Minors nowadays spanning age 3 and 17 451 00:24:31.699 --> 00:24:34.540 are more likely to watch two videos simultaneously 452 00:24:34.540 --> 00:24:39.140 And conversely are losing focus when one video plays at a time 453 00:24:39.140 --> 00:24:41.260 Therefore, this study claims that 454 00:24:41.260 --> 00:24:44.579 sludge contents will provide psychological stability 455 00:24:44.579 --> 00:24:46.060 Though it is unclear who to believe 456 00:24:46.060 --> 00:24:49.219 This new culture of Sludge content 457 00:24:49.219 --> 00:24:52.380 is a competent new trend for the 458 00:24:52.380 --> 00:24:55.780 rising young generation 459 00:24:55.780 --> 00:24:59.739 Another trend is seeking diversity 460 00:24:59.739 --> 00:25:01.219 Example includes queer genre in America 461 00:25:01.219 --> 00:25:03.540 At Nimona, released on Netflix 462 00:25:03.540 --> 00:25:06.140 Transgender and homosexuality are mentioned 463 00:25:06.140 --> 00:25:10.260 to express the discrimination and conflict in the modern society 464 00:25:10.260 --> 00:25:12.739 Owl House, a TV animation at Disney+ 465 00:25:12.739 --> 00:25:15.819 reveals that the female character is bisexual 466 00:25:15.819 --> 00:25:19.579 and homosexuality between women is the main story 467 00:25:19.579 --> 00:25:24.380 In China, based on novels, Grandmaster of Demonic Cultivation (MDZS) and Heaven Official's Blessing (TGCF) 468 00:25:24.380 --> 00:25:27.500 are action, historical, fantasy, and xianxia in genre 469 00:25:27.500 --> 00:25:30.060 But their main characters are homosexuals 470 00:25:30.060 --> 00:25:31.939 This homosexuality code is 471 00:25:31.939 --> 00:25:35.060 often criticized within the narrative by other characters 472 00:25:35.060 --> 00:25:37.780 But rather than becoming a tragic main story 473 00:25:37.780 --> 00:25:41.500 It is considered as something natural and trivial 474 00:25:41.500 --> 00:25:44.099 In Korea, the first commercial BL animation 475 00:25:44.099 --> 00:25:47.699 Hyperventilation has achieved an explosive reaction 476 00:25:47.699 --> 00:25:50.500 and reached 120K views on Naver TV alone 477 00:25:50.500 --> 00:25:54.819 It was exported to Japan in 2019, and is running collaboration cafe and fundings 478 00:25:54.819 --> 00:25:57.660 The Summer is about homosexuality between women 479 00:25:57.660 --> 00:26:02.060 It also won a box office for art films as it was released 480 00:26:02.060 --> 00:26:05.060 According to the study on the development of guidelines for promoting content diversity 481 00:26:05.060 --> 00:26:08.459 to expand ESG management in the content industry 482 00:26:08.459 --> 00:26:13.099 In global animation, diversity of content is being attempted through 483 00:26:13.099 --> 00:26:17.140 The race and gender role of the main characters 484 00:26:17.140 --> 00:26:20.540 In Korea, a 2020 KBS TV Animation 485 00:26:20.540 --> 00:26:24.739 The Curious World of Linda has challenged gender roles 486 00:26:24.739 --> 00:26:27.219 and pursued for diversity in gender roles 487 00:26:27.219 --> 00:26:30.859 For Disney+, it built its pipeline to foster Black talent 488 00:26:30.859 --> 00:26:34.420 and a partnership program to discover Latino production studios 489 00:26:34.420 --> 00:26:37.500 is sponsoring NALIP, or National Association of Latino Independent Producers 490 00:26:37.500 --> 00:26:40.780 There is a challenge popular worldwide where one dances to 491 00:26:40.780 --> 00:26:45.099 the opening song, IDOL, of a Japanese animation 'Oshi no Ko' 492 00:26:45.099 --> 00:26:49.180 This challenge achieved 2 million, 1.84 million and other number of views 493 00:26:49.180 --> 00:26:52.619 on Tik Tok per creator, which is a big number 494 00:26:52.619 --> 00:26:55.300 With the trend of Y2K fashion 495 00:26:55.300 --> 00:26:58.660 Another trend is to mimic fashion in classic animation 496 00:26:58.660 --> 00:27:02.619 Y2K fashion around the turn of the millennium 497 00:27:02.619 --> 00:27:05.459 is re-trending in the gen MZ nowadays 498 00:27:05.459 --> 00:27:10.540 As of May 2023, according to the survey on the consumption status of goods by Hyungji Elite 499 00:27:10.540 --> 00:27:15.540 Encompassing Generation Z, born from the mid-1990s to the early 2000s, and Generation Alpha 500 00:27:15.540 --> 00:27:17.060 called 'The Zalpha' 501 00:27:17.060 --> 00:27:20.699 Hyungji Elite conducted a survey on the consumption of merch by the Zalpha generation 502 00:27:20.739 --> 00:27:26.260 and 94% of 1,142 has experienced buying merch 503 00:27:26.260 --> 00:27:29.619 Also, for fandoms, in order to celebrate 504 00:27:29.619 --> 00:27:32.739 the anniversary of death or birthday of their favorite characters 505 00:27:32.739 --> 00:27:36.939 Another trend is to open subway advertising and birthday cafes 506 00:27:36.939 --> 00:27:39.300 As people visit the advertising and take photos with it 507 00:27:39.300 --> 00:27:41.660 It fosters communication within fandoms 508 00:27:41.660 --> 00:27:45.219 Birthday cafes are when fans rent a cafe for a certain time 509 00:27:45.219 --> 00:27:48.660 to either enjoy drinks and desserts in relation to the character 510 00:27:48.699 --> 00:27:51.020 or sell merch 511 00:27:51.020 --> 00:27:55.420 Lately, companies also participate in such un-official events 512 00:27:55.420 --> 00:27:57.500 to widen their fandom business 513 00:27:57.500 --> 00:28:00.660 In analyzing the animation trend we've been looking at 514 00:28:00.660 --> 00:28:02.579 There are now more attempts to break out of the box 515 00:28:02.579 --> 00:28:06.020 that animation trend has been put in 516 00:28:06.020 --> 00:28:09.260 And now, animation, even more than live action film or photograph 517 00:28:09.260 --> 00:28:13.979 It is a new genre that attracts more audience 518 00:28:13.979 --> 00:28:16.540 In other words, in the past, to watch an animation 519 00:28:16.739 --> 00:28:21.380 You had to wait for the time belt between 4 to 6 pm at a terrestrial TV 520 00:28:21.380 --> 00:28:26.060 Or you had to look for a cable channel such as Tooniverse 521 00:28:26.060 --> 00:28:28.819 But nowadays, with OTT platforms 522 00:28:28.819 --> 00:28:33.900 You can binge-watch whatever, wherever and whenever 523 00:28:33.900 --> 00:28:39.739 With this, adults in their 20s to 30s or 30s to 40s 524 00:28:39.739 --> 00:28:42.900 Now enjoy animation as their 'chill' content 525 00:28:42.900 --> 00:28:47.819 And just like movies, TV series and documentaries in the OTT platforms before 526 00:28:47.819 --> 00:28:50.780 Animation is now treated as a solid portfolio 527 00:28:50.780 --> 00:28:56.780 And more culture is arising where animation works are selected and binge-watched 528 00:28:56.780 --> 00:29:00.099 These are included in the prospects of animation, which is expected 529 00:29:00.099 --> 00:29:04.540 To grow much more than movies and TV series 530 00:29:04.540 --> 00:29:07.219 As producers are being activated centered in Japan 531 00:29:07.219 --> 00:29:11.660 2D works, not 3D works, are also being actively produced worldwide 532 00:29:11.660 --> 00:29:16.420 Korean market is also active in producing animation 533 00:29:16.420 --> 00:29:18.540 And with more than 100 university departments majoring in animation 534 00:29:18.540 --> 00:29:21.140 This gives birth to new artists 535 00:29:21.140 --> 00:29:25.140 And in the global market, Korean animation has a great potential 536 00:29:25.140 --> 00:29:29.459 With more audience, more genre and more theme in the industry nowadays 537 00:29:29.459 --> 00:29:32.900 The future of Korean animation is to be prospected as more positive 538 00:29:32.900 --> 00:29:33.699 That was my opinion 539 00:29:34.818 --> 00:29:36.518 1. Domestic and International Animation Market Japan Scale: 2.7422 trillion yen as of 2021 Activation of young animator talent development programs Active investment in Japanese animation by global OTT platform companies 540 00:29:36.518 --> 00:29:38.118 United States Scale: 121 billion dollars as of 2022 Box office success of theatrical 3D animations by renowned studios such as 'Disney,' 'Pixar,' 'DreamWorks,' and 'Illumination' 541 00:29:38.118 --> 00:29:39.718 China Scale: 24 billion dollars as of 2022 Promotion of domestic animation production to spread Chinese culture Many ideological works with long running times 542 00:29:39.718 --> 00:29:41.518 Europe Scale: 109 billion dollars as of 2022 48% of children's channels prefer American animation content High preference for short-episode TVA series 543 00:29:41.518 --> 00:29:43.118 Korea Scale: 750 billion won as of 2021 Expanding global market reach and expecting increased revenue and profits through animation production using webtoon IPs Enhancement of the animation industry through corporate IPOs 544 00:29:43.118 --> 00:29:44.568 Enhancement of the animation industry through corporate IPOs Increasing global influence of domestic children’s animation Activating creation and production systems through collaboration with other studios using a single IP 545 00:29:44.568 --> 00:29:49.268 2. Domestic and International Animation Trends Mid-form and short-form animation Sludge content Pursuit of diversity Challenges Following fashion from classic animations Merchandise consumption Subway ads and character birthday cafes