Mizuho Ginko Sangyo Chosashitsubu, Kontentsu sangyou no tenbou – Kontentsu sangyou no sara naru hatten no tame ni (Outlook for the Content Industry – Toward Further Development of the Content Industry), Mizuho Sangyo Chosa Vol. 48, 2014
Report that analyzes and summarizes the industry structure of the content field and the specific fields of publishing, films, animation, music and videogames. In particular, this report offers the most accurate overview of the animation field at present.
Anime Sangyou Repooto 2016 (Anime Industry Report 2016), The Association of Japanese Animations, 2016
Statistics and analysis published annually by the Association of Japanese Animations. Useful for keeping abreast of the industry’s current state. Contains ample material on the entire industry, as well as market size broken down by genre and the locations of production companies. Another source of statistics is the Digital Contents White Paper (Digital Content Association of Japan).
Deloitte Touche Tohmatsu LLC edition, Kontentsu bizinesu manejimento Ver. 2.0 (Contents Business Management Ver. 2.0), Nihon Keizai Shinbunsha, 2007
The book has become dated since its publication in 2007, but it gives a basic overview of the contents industry regarding finance, production, copyright, distribution/sales and management.
Hiromichi Masuda, Dejitaru ga kaeru anime bijinesu (Digital Changes the Anime Business), NTT Shuppan, 2016
Latest book by Hiromichi Masuda, author of "Anime Bijines ga Wakaru (Understanding of the Anime Business)" and “Motto Wakaru Anime Bijinesu” (Better Understanding of the Anime Business). The three books together give you a picture of the changes and trends in the animation business since 2000.
Authored by the president Trigger Inc., the animation production company. This valuable book explains the work involved in production management, which is little known but plays a vital role in the production process.
Hirobumi Doi, Chosakuken bijinesu kouzou bunseki (Structural Analysis of the Copyright Business), Contents City Shuppan Jigyobu, 2012
The author, who is also knowledgeable about the animation business, deciphers the business structure and finance flow from the perspective of copyright.
Atsushi Naito and Yoshiro Masumoto (authors), Kensaku Fukui (editor), Eiga/geemu bijinesu no chosakuken (dai 2 han) (Copyright for the Film/videogame Business, Second Edition), Copyright Research and Information Center, 2015
Authored by some of Japan’s top lawyers in the content industry, this book summarizes the issues surrounding copyright. The book presents industry trends and also offers commentary on copyright law basics from multiple angles.
Masaki Kaifu, Frederik L. Schodt, Mami Toyonaga, Ian Condry, Ryutaro Mihara, Takeshi Matsui, Tadashi Sudo, "Kensho COOL JAPAN Hokubei ni okeru nihon no poppu karuchaa (COOL JAPAN Japanese Pop Culture in North America)," Hitotsubashi Business Review 2010 Winter Edition, Vol. 58, No. 3, 2010
Multiple authors discuss the reception of Japanese anime and manga in North America from a variety of angles. Includes business case studies of Japanese-managed anime companies such as Viz Media and Bandai Entertainment.
JETRO Creative Sangyouka, JETRO Shanghai Jimusho, Chuugoku kontentsu shijou chousa 6 bunya, Chuugoku anime shijou chousa (Chinese Contents Market Analysis in 6 Fields, Chinese Anime Market Analysis), JETRO, 2015
These JETRO surveys offer excellent analysis of the state of the overseas animation industry. In particular, this publication includes ample data on statistics and political trends in China. The surveys covering Southeast Asia, the Middle East, and South America are also valuable.
This non-fiction book about Pixar, the top US animation company, covers the company’s establishment and its purchase by Disney. Ideal for understanding studio management in the US and the animation movie business.