While sports and entertainment overlap more and more in the minds of consumers – and leagues such as Major League Baseball and Elite Elite build more anime in their marketing – Denta creatives bring it all in the same house.
Today at Cannes Lions International Creativity FestivalDentsu announced the international launch of Dentsu Anime Solutions, the growth of its sports and entertainment poles and the expansion of its sports analysis product in the Middle East and North Africa. Yoshinobu ISE, Director General of the Global Strategy for Dentsu, will lead all of this as a new world sports and entertainment chief.
In the end, Dentsu seeks to connect its sports and entertainment centers in Japan, the United Kingdom, the United States, the Middle East, North Africa, India and North Asia and mixing content and activation options in entertainment, sports, anime, games and live events. With 1,200 experts from the Depitu industry serving 1,300 customers in 21 world markets, Dentsu considers this decision as a reflection of what they see in industries and fandoms around the world.
“To succeed in the modern world and create a commercial impact, brands must innovate to thrive with algorithms that act as the guards of culture and trade,” said Jean Lin, a global president of global practices at Dentsu. “It is only when culture is perfectly linked to trade that brands can obtain unequaled relevance, stimulate commercial impact, sustainable results and accelerated growth.”
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Dentsu Anime Solutions made its debut on the markets of North America, China and Southeast Asia, as part of an increased request for anime license outside Japan. Dentsu Anime would sell and conceded to anime programming and the merchandise of broadcasters and streamers, while providing specific marketing support to each region.
According to Analytics of the parrot—What provides data behind the animated industry report of the Japanese animation association (AJA) – Anime generated $ 19.8 billion in world revenue in 2023, last year for which complete data was available. This includes $ 5.5 billion in streaming and $ 14.3 billion in sales of merchandise, with markets in North America and Asia, representing 72% of these income. About 6% of all global streaming income comes from anime, Netflix spending $ 2 billion for its 38% stake in Global Anime Streaming.