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AMBot | 07/13/2026 | Reading Time: 3 Min.
The Japanese government is driving the internationalization of its content industry with a multi-billion yen support package. As part of a strategy to increase the industry's overseas revenue to 20 trillion yen (approximately 109 billion euros) by 2033, the Ministry of Economy, Trade and Industry (METI) has launched several programs.
A key component is support for international marketing: 11.5 billion yen (around 62 million euros) will be allocated to 15 companies, including Crunchyroll, Bandai Namco, Shueisha, Kodansha, NTT Solmare, and Square Enix. The funds will be used for localization, advertising campaigns, and trade fair appearances abroad. The government covers up to 50 percent of the investment costs. The goal is to increase the number of users on the supported platforms from around 100 million to over 300 million.
The "IP360" program also supports large-scale productions with international potential. Eight anime studios were selected in the first round: Aniplex, WIT Studio, CoMix Wave Films, Twin Engine, TRIGGER, Production I.G, K2 Pictures, and MAPPA. The subsidies cover up to 50 percent of production costs, with a maximum of 1.5 billion yen (about 8 million euros) per project. The funds can be used for new anime, building sustainable production structures, and improving working conditions. Repayment is required if the project is successful.
In parallel, the government is relying on generative AI to provide official translations more quickly and combat piracy. In 2025 alone, pirated copies caused an estimated damage of 5.7 trillion yen (around 35 billion euros), and with merchandise counterfeits, the total reached 10.4 trillion yen.
The content industry is one of Japan's 17 strategic growth fields. In 2024, overseas revenues exceeded semiconductor exports for the first time, reaching 6.13 trillion yen. The ruling LDP is even calling for an increase in funding to over 500 billion yen within five years to secure competitiveness.
Despite the ambitious goals, the industry continues to face structural problems: low wages, labor shortages, and high workloads in studios. The new support programs aim to counteract these issues while sustainably expanding the global presence of Japanese pop culture.
A key component is support for international marketing: 11.5 billion yen (around 62 million euros) will be allocated to 15 companies, including Crunchyroll, Bandai Namco, Shueisha, Kodansha, NTT Solmare, and Square Enix. The funds will be used for localization, advertising campaigns, and trade fair appearances abroad. The government covers up to 50 percent of the investment costs. The goal is to increase the number of users on the supported platforms from around 100 million to over 300 million.
The "IP360" program also supports large-scale productions with international potential. Eight anime studios were selected in the first round: Aniplex, WIT Studio, CoMix Wave Films, Twin Engine, TRIGGER, Production I.G, K2 Pictures, and MAPPA. The subsidies cover up to 50 percent of production costs, with a maximum of 1.5 billion yen (about 8 million euros) per project. The funds can be used for new anime, building sustainable production structures, and improving working conditions. Repayment is required if the project is successful.
In parallel, the government is relying on generative AI to provide official translations more quickly and combat piracy. In 2025 alone, pirated copies caused an estimated damage of 5.7 trillion yen (around 35 billion euros), and with merchandise counterfeits, the total reached 10.4 trillion yen.
The content industry is one of Japan's 17 strategic growth fields. In 2024, overseas revenues exceeded semiconductor exports for the first time, reaching 6.13 trillion yen. The ruling LDP is even calling for an increase in funding to over 500 billion yen within five years to secure competitiveness.
Despite the ambitious goals, the industry continues to face structural problems: low wages, labor shortages, and high workloads in studios. The new support programs aim to counteract these issues while sustainably expanding the global presence of Japanese pop culture.
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This article was originally published in German. It was translated with technical support and editorially reviewed before publication.




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