WEBVTT - Anime Streamer Crunchyroll Is a Rare SVOD Success Story

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<v Speaker 1>Welcome to Strictly Business, Variety's weekly podcast featuring conversations about

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<v Speaker 1>the business of media and entertainment. I'm Tyler Aquilina, a

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<v Speaker 1>media analyst for Variety Intelligence Platform. Anime or Japanese animation

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<v Speaker 1>has come a long way in the past few decades.

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<v Speaker 1>Fans who once had little recourse but bootlegs and piracy

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<v Speaker 1>to watch their favorite shows are now part of a

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<v Speaker 1>global community and a twenty billion dollar market that's even

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<v Speaker 1>more robust internationally than it is in Japan. Perhaps no

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<v Speaker 1>company better exemplifies that transformation than Crunchy Role. The Sony

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<v Speaker 1>owned an anime focused subscription streaming platform which has long

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<v Speaker 1>been a go to destination for watching Japanese animation stateside.

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<v Speaker 1>Since launching is essentially an anime piracy site in the

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<v Speaker 1>mid two thousands, Crunchy Role has grown into a legitimate

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<v Speaker 1>anime powerhouse, with streaming, theatrical and live events businesses under

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<v Speaker 1>its umbrella. Sony acquired the company for one point two

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<v Speaker 1>billion dollars in twenty twenty one, and since then, Crunchy

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<v Speaker 1>Role has continued to grow under the leadership of its president,

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<v Speaker 1>Rahul Parini, who has overseen robust expansion of Crunchy Role

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<v Speaker 1>into new markets and opportunities. Parini is passionate about the

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<v Speaker 1>anime business, as you'll see, and has even bigger plans

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<v Speaker 1>in store for what was once a tiny platform where

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<v Speaker 1>users would catch fans subtitled episodes of Naruto and Dragon Ball.

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<v Speaker 1>Our wide ranging conversation is coming up after the break,

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<v Speaker 1>we are back with Rahul Parini, the president of Crunchy Role.

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<v Speaker 2>Welcome, Thank you, dyler, thank you for me having me here.

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<v Speaker 2>Looking forward to.

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<v Speaker 1>This, Yeah, me too. So, just to start off, can

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<v Speaker 1>you tell us a little bit about Crunchy Role and

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<v Speaker 1>your role there.

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<v Speaker 2>Yeah, Cunchyroll is a media and entertainment company focused on

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<v Speaker 2>Japanese anime. Anime is a dynamic storytelling format. It's a

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<v Speaker 2>medium that comes out of Japan and fans globally love it.

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<v Speaker 2>And we are part of Sony Pictures Entertainment and I'm

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<v Speaker 2>president of Country Roll. I've been part of this organization

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<v Speaker 2>for about nine years. And yeah, it's a amazing medium

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<v Speaker 2>and fan base that we get to serve. Yeah.

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<v Speaker 1>Now, a big part of your business is bringing over

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<v Speaker 1>these anime series from Japan to the United States market.

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<v Speaker 1>For those who may not know, can you tell us

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<v Speaker 1>a little bit about what does that process look like

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<v Speaker 1>from a business perspective.

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<v Speaker 2>Yeah, like you said, most of anime is conceived and

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<v Speaker 2>created in Japan, and what we are focused on is

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<v Speaker 2>taking those amazing stories from Japanese creators and bringing them

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<v Speaker 2>to global audiences. So County Role currently operates in about

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<v Speaker 2>two hundred countries and territory. So what we do is

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<v Speaker 2>work with our partners in Japan. We take shows that

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<v Speaker 2>they create and try to bring them to fans as

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<v Speaker 2>soon as they are available in Japan. So majority of

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<v Speaker 2>our content we work we license from our partners, but

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<v Speaker 2>we are also working closely with our creative partners in

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<v Speaker 2>Japan to produce some of the shows. So when those

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<v Speaker 2>shows get released in Japan, we take them and we

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<v Speaker 2>subtitled them into ten plus languages, We dub them into

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<v Speaker 2>ten plus languages, and we try to make them available

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<v Speaker 2>for our fans globally within an hour of broadcast in Japan.

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<v Speaker 2>So it is it is a fast process. There's about

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<v Speaker 2>fifty to sixty shows that we are bringing to audience

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<v Speaker 2>every quarter, about two hundred to two hundred and twenty

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<v Speaker 2>shows a year.

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<v Speaker 1>Wow, and has the Sony acquisition made it any easier

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<v Speaker 1>to do business in Japan. Has that affected how you

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<v Speaker 1>guys do business over there at all?

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<v Speaker 2>Look as Crunchy Role and some of the other companies

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<v Speaker 2>that are part of Crunchy Role, like Funimation, We've been

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<v Speaker 2>doing this for about twenty five to twenty eight years now.

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<v Speaker 2>Funimation was set up originally in the mid nineties and

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<v Speaker 2>was focused on bringing anime to the So we have

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<v Speaker 2>very long and deep relationships in Japan that we've fostered

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<v Speaker 2>and nature for a long time. But yeah, we Fundimation

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<v Speaker 2>was acquired by Sony Pictures in twenty seventeen, and then

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<v Speaker 2>we acquired County Role in twenty twenty one. Sony, as

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<v Speaker 2>a Japanese company, has a deep, long relationship with the

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<v Speaker 2>anime community, and so us being part of Sony definitely helps.

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<v Speaker 2>It gives us a level of credibility. Being being owned

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<v Speaker 2>by a Japanese company that has been in the anime

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<v Speaker 2>ecosystem and has supported the ecosystem for a long time

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<v Speaker 2>gives us a level of credibility. But our relationships are

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<v Speaker 2>also a long, long term relationship, so both of those help.

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<v Speaker 1>Yeah, yeah, for sure.

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<v Speaker 2>I'm curious.

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<v Speaker 1>Could you talk a little more about how the anime

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<v Speaker 1>business has changed in the time that you've been involved

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<v Speaker 1>with it. Obviously you were at Fundamation, you were heavily

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<v Speaker 1>involved with that before taking over as president of Country.

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<v Speaker 1>You know, how has the business of anime and also

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<v Speaker 1>the culture around anime changed, you know, since you've been

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<v Speaker 1>involved with it.

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<v Speaker 2>Yeah. Look, I think both the business of anime and

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<v Speaker 2>the impact of anime on the culture itself has been

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<v Speaker 2>has been massive over the last nine years I've been

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<v Speaker 2>part of this business. So the popularity of anime has

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<v Speaker 2>been growing really fast globally, and that combined with the

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<v Speaker 2>adoption of streaming and the accessibility of anime globally, has

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<v Speaker 2>made anime reach a huge number of fans. That combined

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<v Speaker 2>with if you think about who defines culture in our world, artists, taste,

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<v Speaker 2>makers of fashion, celebrity sports, personalities and all of a

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<v Speaker 2>lot of them talk about the impact of anime on

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<v Speaker 2>who they are and how they approach their craft or

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<v Speaker 2>who they are as a person. So in that sense,

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<v Speaker 2>anime has had a huge impact on the culture and

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<v Speaker 2>continues to have a huge impact on the culture.

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<v Speaker 1>Yeah, and also obviously it's expanded a lot. You know,

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<v Speaker 1>it was very much this looked at as this kind

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<v Speaker 1>of niche market for such a long time. You know,

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<v Speaker 1>what has it been like to see anime grow into

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<v Speaker 1>such a huge international business? I believe now like the

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<v Speaker 1>international market is bigger than the market for it in Japan, right.

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<v Speaker 2>Yeah, for the first time about a year ago, the

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<v Speaker 2>business done outside of Japan is larger than the anime

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<v Speaker 2>business within Japan. So absolutely, all right, it's seen a

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<v Speaker 2>huge growth internationally. Like Look, as you would probably expect

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<v Speaker 2>me to say, we don't consider anime to be a niche,

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<v Speaker 2>and if it is a niche, it is a gigantic niche.

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<v Speaker 2>We have data and research that shows that there's about

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<v Speaker 2>eight hundred million anime interested fans globe outside of Japan

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<v Speaker 2>and China, we have over close to two hundred million

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<v Speaker 2>people watching anime on official sources in those regions. Netflix

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<v Speaker 2>released a couple of years ago that at least half

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<v Speaker 2>of their subscription base washed anime during that period, so

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<v Speaker 2>that's more than one hundred million plus, So it is

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<v Speaker 2>it is huge in numbers. There's it's a big community.

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<v Speaker 2>Like Polygon just released some data from their research that

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<v Speaker 2>showed that forty two percent of gen Z watches anime weekly,

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<v Speaker 2>which is more than some juggernauts in media like NFL.

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<v Speaker 2>It's only twenty five percent of gen z watch, right,

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<v Speaker 2>So all of that to say, it's no longer a niche.

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<v Speaker 2>It is a its mainstream, it's really popular and it

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<v Speaker 2>continues to grow, right Like, so we're excited. I think

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<v Speaker 2>we expected to grow to be much bigger.

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<v Speaker 1>Yeah, yeah, for sure. I'm curious about how you're expanding,

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<v Speaker 1>you know, both Crunchy roles as a subscription streaming platform,

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<v Speaker 1>but also kind of as a broader flywheel. Can you

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<v Speaker 1>talk about some of the areas where you're growing the business.

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<v Speaker 2>Yeah. So internally we say we don't want to be

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<v Speaker 2>something for everyone. We want to be everything for someone,

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<v Speaker 2>and that someone for us, is the anime fan. So

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<v Speaker 2>our mission is to surround the anime fan and service

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<v Speaker 2>them across their fandom. So we want to create amazing

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<v Speaker 2>experience where however they want to exhibit their fandom. And

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<v Speaker 2>so obviously streaming and our subscription service is a huge

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<v Speaker 2>touch point for us with our fans, and it is

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<v Speaker 2>it makes anime accessible for fans worldwide, and so it's

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<v Speaker 2>a really important piece in our connection with the fans.

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<v Speaker 2>Theatrical is another important piece of anime fans love to

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<v Speaker 2>watch movies on the big screen with their friends and family,

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<v Speaker 2>see these amazing visuals on a big screen, and we

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<v Speaker 2>are we continue to lean into bringing more movies for

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<v Speaker 2>our fans globally. At the same time, we also have

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<v Speaker 2>games that are based on anime anime IP anime shows

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<v Speaker 2>and that's something that we are continuing to invest in

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<v Speaker 2>and lean into. E Commerce is another channel, so fans

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<v Speaker 2>as they want to collect figures or other memorabilia from

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<v Speaker 2>their favorite shows or buy apparel to where to demonstrate

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<v Speaker 2>their fandom, we give them opportunity to do that on

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<v Speaker 2>our store, on our e commerce shop and similar lyric

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<v Speaker 2>whether it's consumer product, goods or events. We try to

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<v Speaker 2>serve the fans however they want to exhibit their fandom,

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<v Speaker 2>and look, we are seeing growth across all of those channels.

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<v Speaker 2>Fans truly want to demonstrate their fandom. However, they can

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<v Speaker 2>essentially literally where their fandom on their sleeve. So it's

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<v Speaker 2>amazing to see these fans connect with those characters and

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<v Speaker 2>show their fandom how they do.

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<v Speaker 1>Yeah, now do you think kind of all those different

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<v Speaker 1>revenue streams and opportunities to kind of bring people into

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<v Speaker 1>the ecosystem. Do you think that has helped you guys

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<v Speaker 1>kind of avoid some of the pitfalls that the broader

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<v Speaker 1>streaming landscape has seen over the last couple of years.

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<v Speaker 2>Look, look, I think the flywheel strategy, as you say,

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<v Speaker 2>having these mix of touch points with fans has definitely

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<v Speaker 2>been a differentiator for us. It's been a strategic priority.

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<v Speaker 2>We know it has helped us connect with fans and

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<v Speaker 2>have a longer term connection and relationship with our fans

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<v Speaker 2>because of that approach, it has helped us address some

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<v Speaker 2>of our retention and churn churned goals, which are major

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<v Speaker 2>factors for most of streaming platforms. So yes, that the

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<v Speaker 2>approach has definitely been a differentiator for us and continues

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<v Speaker 2>to allow us to expand or reach with fans. Yeah.

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<v Speaker 1>Yeah, tell us a little bit more about your audience

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<v Speaker 1>maybe from the streaming perspective. You know, how do you

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<v Speaker 1>describe your subscribers in terms of their viewing habits, their

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<v Speaker 1>behavior in terms of churn and other patterns.

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<v Speaker 2>Like I said, anime is a very dynamic medium and

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<v Speaker 2>there is something for every fan In anime, there's multiple

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<v Speaker 2>genres and so there is something for everyone. Our research

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<v Speaker 2>shows that there is everybody from gen Z and Gen

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<v Speaker 2>Alpha two boomers who are watching anime. But in general,

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<v Speaker 2>anime fans tend to be young. Like I said, forty

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<v Speaker 2>two percent of gen Z watch weekly. There's another twenty

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<v Speaker 2>five percent of millennials that watch weekly, So the anime

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<v Speaker 2>fans tend to be younger. They are also very diverse.

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<v Speaker 2>African American, Hispanic and Asian American fans tend to over

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<v Speaker 2>index then general population within the fan community anime fan community,

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<v Speaker 2>so they are very diverse. There again to the question

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<v Speaker 2>around their watch patterns and behavior, highly engaged, very passionate.

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<v Speaker 2>They like to watch shows as soon as they're available,

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<v Speaker 2>so it's not surprising for us to see a large

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<v Speaker 2>spike in fans streaming at two am in the morning

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<v Speaker 2>when their favorite show just launches. That's very typical. Again,

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<v Speaker 2>like I said, they're very engaged. So on average we

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<v Speaker 2>see thousand minutes a month, and that's the average across

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<v Speaker 2>the globe. And you know there are fans that are

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<v Speaker 2>watching twenty plus hours every week, so it is a

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<v Speaker 2>very engaged fan base in terms of patterns and viewing behaviors.

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<v Speaker 2>There's a lot of similarity in fans across the globe

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<v Speaker 2>and how they watch and what they watch. But there's

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<v Speaker 2>also a lot of differences, right. For example, fans in

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<v Speaker 2>India love to watch action and adventure and fantasy shows,

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<v Speaker 2>whereas fans in France are more open to art house

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<v Speaker 2>and experimental shows.

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<v Speaker 1>So that happens in France often.

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<v Speaker 2>I think they're definitely more open to that kind of thing.

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<v Speaker 2>And we see similar things across the world, whether it

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<v Speaker 2>is Latin America or the US, and that's what makes

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<v Speaker 2>this fun, right, Like, we we get to serve a

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<v Speaker 2>very similar but audience that has very unique tastes across

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<v Speaker 2>the world.

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<v Speaker 1>Yeah, you mentioned India. I know you. You personally have

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<v Speaker 1>really spearheaded a big expansion for country role in India.

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<v Speaker 1>He tells about why that market specifically and what those

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<v Speaker 1>expansion plans look like over there.

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<v Speaker 2>Yeah. So India is the second largest anime market in

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<v Speaker 2>terms of anime interest and anime watching outside of Japan

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<v Speaker 2>and China. Only US has more anime interested fans in

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<v Speaker 2>terms of true numbers absolute numbers outside of India, And

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<v Speaker 2>for US it was a white space. We weren't there.

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<v Speaker 2>There weren't many players serving that audience, so there was

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<v Speaker 2>a real demand for anime in that community. There were

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<v Speaker 2>there fans were eager to get an official service to

0:14:28.840 --> 0:14:31.720
<v Speaker 2>UH serve them, serve them, and so we took that

0:14:31.760 --> 0:14:35.480
<v Speaker 2>opportunity to be there and serve that audience in India.

0:14:35.560 --> 0:14:39.400
<v Speaker 2>Like you said, we announced a big push about a

0:14:39.440 --> 0:14:43.960
<v Speaker 2>year and a half ago, we launched our service with

0:14:45.600 --> 0:14:49.520
<v Speaker 2>a catalog focused on that. We announced localization efforts where

0:14:49.560 --> 0:14:53.320
<v Speaker 2>we started not only sub subtitling into several languages in India,

0:14:53.320 --> 0:14:57.400
<v Speaker 2>but also dubbing our shows into Hindi, Telugu and Tamil

0:14:57.760 --> 0:15:00.640
<v Speaker 2>and all of those have been very well received in

0:15:01.040 --> 0:15:04.120
<v Speaker 2>the market, and I think our plans continue to do

0:15:04.240 --> 0:15:08.120
<v Speaker 2>more things like that, like we are making more content

0:15:08.160 --> 0:15:14.000
<v Speaker 2>available for our fans simultaneously with other across the global

0:15:14.680 --> 0:15:19.320
<v Speaker 2>our global service, we are trying to localize more content

0:15:19.760 --> 0:15:23.280
<v Speaker 2>to that to different parts of India. As you know,

0:15:23.560 --> 0:15:27.200
<v Speaker 2>there's a lot of multiple languages in India and fans

0:15:27.320 --> 0:15:31.160
<v Speaker 2>like to watch dubbed shows dubbed into their own language,

0:15:31.200 --> 0:15:36.320
<v Speaker 2>so we're trying to localize more content. We also have

0:15:36.400 --> 0:15:41.080
<v Speaker 2>announced a partnership with a couple of fairly popular Bollywood

0:15:41.120 --> 0:15:45.240
<v Speaker 2>celebrities that are really big anime fans. Tiger schaff and

0:15:45.280 --> 0:15:51.600
<v Speaker 2>Rushimi Kamandana, who who are really big advocates and big

0:15:51.640 --> 0:15:54.640
<v Speaker 2>fans of anime, and we've partnered with them to bring

0:15:54.720 --> 0:15:59.480
<v Speaker 2>Crunchy Role and more anime to fans in India. Very cool.

0:15:59.760 --> 0:16:02.640
<v Speaker 1>You know you mentioned piracy, which I think is so

0:16:03.240 --> 0:16:06.760
<v Speaker 1>tied up in the history of anime's global expansion. You know,

0:16:07.040 --> 0:16:09.800
<v Speaker 1>like US fans used to have to had basically no

0:16:09.880 --> 0:16:13.320
<v Speaker 1>recourse but piracy to find some of these shows. What

0:16:13.480 --> 0:16:16.320
<v Speaker 1>strategies I think? You also mentioned the statistic that like,

0:16:16.400 --> 0:16:19.160
<v Speaker 1>there's eight hundred million anime fans worldwide, but only two

0:16:19.240 --> 0:16:22.920
<v Speaker 1>hundred million are watching on legitimate sources. Obviously, it's it's

0:16:22.960 --> 0:16:25.960
<v Speaker 1>one thing to expand into a place like India where

0:16:25.960 --> 0:16:30.520
<v Speaker 1>there is no legal avenue to watch these shows, but

0:16:30.920 --> 0:16:35.400
<v Speaker 1>how are you combating and fighting piracy in markets where

0:16:35.480 --> 0:16:37.200
<v Speaker 1>the legitimate sources is already available.

0:16:37.480 --> 0:16:43.800
<v Speaker 2>Yeah. Look, piracy and an official sources of anime is

0:16:43.840 --> 0:16:50.240
<v Speaker 2>a big component of anime watching for fans globally. Anime

0:16:50.320 --> 0:16:53.000
<v Speaker 2>has been popular for a long time, but fans weren't

0:16:53.000 --> 0:16:56.800
<v Speaker 2>able to access it until recently when streaming became a

0:16:56.920 --> 0:17:01.840
<v Speaker 2>really viable option for fans. So piracy was the way

0:17:01.880 --> 0:17:04.439
<v Speaker 2>where fans were watching these shows. For a long time.

0:17:04.920 --> 0:17:08.840
<v Speaker 2>From our perspective, what we are focused on is convenience

0:17:09.359 --> 0:17:13.199
<v Speaker 2>for fans. We want to make a service that is convenient,

0:17:13.560 --> 0:17:16.160
<v Speaker 2>that gives the fans the ability to watch their favorite

0:17:16.160 --> 0:17:18.800
<v Speaker 2>shows as soon as they watch however they want to

0:17:18.840 --> 0:17:22.399
<v Speaker 2>watch it, whether it is subtitled into their favorite language,

0:17:22.480 --> 0:17:26.120
<v Speaker 2>dubbed into their favorite language, on their favorite device, whether

0:17:26.160 --> 0:17:30.000
<v Speaker 2>it is mobile or gaming console or a smart TV,

0:17:30.920 --> 0:17:35.520
<v Speaker 2>and however they want to structure the experience. So our

0:17:35.600 --> 0:17:39.400
<v Speaker 2>focus is on making this content available as soon as

0:17:39.440 --> 0:17:43.200
<v Speaker 2>possible in whatever language they want, and as convenient as

0:17:43.240 --> 0:17:46.719
<v Speaker 2>possible at a very comparative price. And we believe that

0:17:46.880 --> 0:17:49.119
<v Speaker 2>is the strategy that is going to allow us to

0:17:49.600 --> 0:17:54.080
<v Speaker 2>make this much more compelling and attractive to fans. To

0:17:54.119 --> 0:17:57.000
<v Speaker 2>switch to an official source rather than using an official

0:17:57.000 --> 0:17:59.160
<v Speaker 2>sources is.

0:18:00.040 --> 0:18:03.680
<v Speaker 1>Kind of expanding ways to kind of funnel people into

0:18:03.720 --> 0:18:05.960
<v Speaker 1>that also part of that, I know last year you

0:18:06.000 --> 0:18:08.440
<v Speaker 1>guys expanded into the fast space, which is to say,

0:18:08.480 --> 0:18:12.360
<v Speaker 1>free ad supported streaming. What are some of the opportunities there,

0:18:12.400 --> 0:18:14.399
<v Speaker 1>and is that you know, another way to kind of

0:18:14.520 --> 0:18:17.080
<v Speaker 1>reel people in who might not other way otherwise be there.

0:18:17.640 --> 0:18:20.840
<v Speaker 2>Yeah, last year we announced that we were launching a

0:18:20.920 --> 0:18:27.320
<v Speaker 2>twenty four seven ADS supported linear channel. It's available on

0:18:27.440 --> 0:18:32.879
<v Speaker 2>most Fast platforms in the US now. Recently it also

0:18:33.440 --> 0:18:37.679
<v Speaker 2>was made available on Pluto TV, and our strategy and

0:18:37.720 --> 0:18:42.080
<v Speaker 2>approach with that is to make this content and anime

0:18:42.200 --> 0:18:45.080
<v Speaker 2>available to casual anime fans where they are. As you know,

0:18:45.560 --> 0:18:51.200
<v Speaker 2>Fast is a really emerging sizeable distribution channel to reach audience,

0:18:51.560 --> 0:18:55.359
<v Speaker 2>and so we want to tap into that distribution mechanism

0:18:55.400 --> 0:18:58.240
<v Speaker 2>to be able to put anime in front of fans

0:18:58.280 --> 0:19:01.600
<v Speaker 2>in a curated way that we can introduce it to them,

0:19:02.280 --> 0:19:06.720
<v Speaker 2>allow them to experience it in a quick, easy way,

0:19:07.000 --> 0:19:10.760
<v Speaker 2>and if then they want a deeper connection or deeper experience,

0:19:10.840 --> 0:19:13.320
<v Speaker 2>they can come to Country Roll for that deeper experience.

0:19:13.600 --> 0:19:17.200
<v Speaker 2>And that's the that's the strategy. So we're seeing we're

0:19:17.240 --> 0:19:22.000
<v Speaker 2>seeing fans engage with our Fast channel really really well

0:19:22.040 --> 0:19:24.879
<v Speaker 2>on those platforms, and we're excited to see what we

0:19:24.920 --> 0:19:27.280
<v Speaker 2>can do more and how we can attract them into

0:19:27.280 --> 0:19:28.639
<v Speaker 2>our ecosystem. Yeah.

0:19:28.760 --> 0:19:31.199
<v Speaker 1>Yeah, it's maybe easier to just catch an episode of

0:19:31.200 --> 0:19:33.240
<v Speaker 1>Cowboy Bebop or something and be like, oh, that looks cool.

0:19:33.280 --> 0:19:36.200
<v Speaker 1>What is that rather than just seeing this huge array

0:19:36.240 --> 0:19:39.080
<v Speaker 1>of you know, posters in front of you, it'd be like,

0:19:39.080 --> 0:19:39.960
<v Speaker 1>which one do I pick?

0:19:40.280 --> 0:19:43.399
<v Speaker 2>Yeah? Like, look, I think like with any streaming service,

0:19:43.480 --> 0:19:49.080
<v Speaker 2>there is so much content. Consumers have a hard time

0:19:49.119 --> 0:19:52.040
<v Speaker 2>with discovery, right, and it's the same thing with anime.

0:19:52.160 --> 0:19:56.160
<v Speaker 2>We have a lot of shows, a lot of different genres,

0:19:56.960 --> 0:20:01.399
<v Speaker 2>and I think our idea is with a fast channel,

0:20:01.640 --> 0:20:04.159
<v Speaker 2>we can curate an experience that makes it easy and

0:20:04.200 --> 0:20:07.080
<v Speaker 2>convenient for fans to get in and try this, and

0:20:07.119 --> 0:20:09.920
<v Speaker 2>if they like it, they can go have a deeper

0:20:09.960 --> 0:20:11.879
<v Speaker 2>experience within our subscription service.

0:20:12.280 --> 0:20:14.879
<v Speaker 1>Yeah, yeah, for sure, to talk a little bit more

0:20:14.920 --> 0:20:20.240
<v Speaker 1>about that subscription business. You know, I'm curious, you know,

0:20:20.240 --> 0:20:22.159
<v Speaker 1>as you said, obviously, if anime is a niche, it's

0:20:22.200 --> 0:20:24.560
<v Speaker 1>a very large niche. But how do you view the

0:20:24.600 --> 0:20:28.920
<v Speaker 1>position of streamers like crunchy Role that serve a particular

0:20:29.400 --> 0:20:33.000
<v Speaker 1>specific interest in this media landscape where you know, companies

0:20:33.040 --> 0:20:35.480
<v Speaker 1>only seem to get bigger and business modelsers seem to

0:20:35.480 --> 0:20:37.919
<v Speaker 1>be more about offering all things to all people. You know,

0:20:38.240 --> 0:20:40.800
<v Speaker 1>how do you see you know, platforms like crunchy Roll

0:20:40.840 --> 0:20:42.240
<v Speaker 1>kind of fitting into the landscape like that.

0:20:43.160 --> 0:20:47.840
<v Speaker 2>Like I said earlier, we're trying to be everything for someone, right,

0:20:48.800 --> 0:20:53.400
<v Speaker 2>and that focus gives us an advantage. We know we're

0:20:53.400 --> 0:20:57.639
<v Speaker 2>not going to be the first subscription service for a

0:20:57.720 --> 0:21:01.119
<v Speaker 2>consumer or a household. What we are trying to be

0:21:01.359 --> 0:21:04.560
<v Speaker 2>is that second or third subscription service. So if you're

0:21:04.560 --> 0:21:07.960
<v Speaker 2>an anime fan, we want to add so much value

0:21:08.000 --> 0:21:11.160
<v Speaker 2>that we would be that second subscription service or third

0:21:11.160 --> 0:21:15.440
<v Speaker 2>subscription service. So from that perspective, we're not really competing

0:21:15.520 --> 0:21:19.720
<v Speaker 2>with a general entertainment service because we know our fans

0:21:19.880 --> 0:21:23.040
<v Speaker 2>will have a general entertainment service as an option because

0:21:23.080 --> 0:21:28.440
<v Speaker 2>where they get their entertainment, but they come to us

0:21:28.480 --> 0:21:33.400
<v Speaker 2>for their anime connection, right, And so that that focus

0:21:33.560 --> 0:21:37.159
<v Speaker 2>and that clarity in terms of where we fit in

0:21:37.200 --> 0:21:44.600
<v Speaker 2>our fans entertainment ecosystem gives tells us that we're not

0:21:44.720 --> 0:21:47.639
<v Speaker 2>we're not really competing for the same thing as a

0:21:47.640 --> 0:21:49.520
<v Speaker 2>general entertainment services.

0:21:49.960 --> 0:21:53.040
<v Speaker 1>Yeah, it's interesting though, like those general entertainment services are

0:21:53.080 --> 0:21:55.160
<v Speaker 1>starting to move more into the anime space. I mean,

0:21:55.160 --> 0:21:58.879
<v Speaker 1>Netflix has for a long time been putting more animations

0:21:58.880 --> 0:22:01.760
<v Speaker 1>on this platform. It feels like as that market continues

0:22:01.800 --> 0:22:04.280
<v Speaker 1>to expand, you'll see more companies like Disney trying to

0:22:04.359 --> 0:22:07.240
<v Speaker 1>get into that. You know, how do you see that

0:22:07.520 --> 0:22:12.520
<v Speaker 1>is there an opportunity there with general entertainment services getting

0:22:12.560 --> 0:22:14.320
<v Speaker 1>more into anime, is there an opportunity for you guys

0:22:14.400 --> 0:22:17.560
<v Speaker 1>or is that just going to create more competition for titles.

0:22:17.800 --> 0:22:22.760
<v Speaker 2>Yeah, look, there is definitely an interest to serve this

0:22:23.080 --> 0:22:27.000
<v Speaker 2>fan base. As this fan base gross, general entertainment companies

0:22:27.119 --> 0:22:32.320
<v Speaker 2>have worked hard to find content to serve them. So, yes,

0:22:32.440 --> 0:22:36.280
<v Speaker 2>we compete for content with all of those players, but

0:22:37.480 --> 0:22:41.399
<v Speaker 2>we think it is good for anime and anime community

0:22:42.000 --> 0:22:46.200
<v Speaker 2>that these large services have anime content and make them

0:22:46.240 --> 0:22:52.719
<v Speaker 2>available to large sets of audience. Right because if somebody

0:22:52.760 --> 0:22:56.520
<v Speaker 2>gets introduced to anime and they want a deeper or

0:22:56.560 --> 0:23:00.280
<v Speaker 2>a broader experience, then they come to a CERT's like

0:23:00.320 --> 0:23:03.399
<v Speaker 2>crunch Role for that broader experience. So we believe it

0:23:03.480 --> 0:23:07.560
<v Speaker 2>is actually good for anime and anime community that these

0:23:07.560 --> 0:23:11.400
<v Speaker 2>services offer some anime and are introducing anime to fans.

0:23:13.359 --> 0:23:17.280
<v Speaker 2>I think overall it is good and I think those

0:23:17.320 --> 0:23:21.440
<v Speaker 2>fans that want that deeper experience will then come to crunturrole.

0:23:21.560 --> 0:23:25.320
<v Speaker 2>We work with some of these general entertainment services. We've

0:23:25.359 --> 0:23:28.440
<v Speaker 2>had we've licensed content to some of them. We've licensed

0:23:28.440 --> 0:23:32.720
<v Speaker 2>content to linear channels like Cartoon Network because we know

0:23:32.840 --> 0:23:35.000
<v Speaker 2>our fans are there, and if we can get them

0:23:35.040 --> 0:23:40.439
<v Speaker 2>to experience a show or experience anime, then some of

0:23:40.480 --> 0:23:44.200
<v Speaker 2>them will become anime fans and come to Crunch role. Yeah.

0:23:44.240 --> 0:23:46.200
<v Speaker 1>I was going to ask about that because licensing TV

0:23:46.280 --> 0:23:48.280
<v Speaker 1>shows is really back in vogue now. You know, you're

0:23:48.280 --> 0:23:52.400
<v Speaker 1>seeing all these companies loan out more titles to Netflix. Obviously,

0:23:52.560 --> 0:23:56.080
<v Speaker 1>Sony County Rule's parent never really stopped playing in that space.

0:23:56.400 --> 0:23:57.919
<v Speaker 1>There's been a lot written about them as a kind

0:23:57.960 --> 0:24:01.760
<v Speaker 1>of a content arms dealer. Do you see you guys

0:24:01.800 --> 0:24:05.040
<v Speaker 1>expanding that strategy or how robust is that strategy for

0:24:05.080 --> 0:24:05.760
<v Speaker 1>you guys already?

0:24:05.920 --> 0:24:08.640
<v Speaker 2>Yeah, Like, like you said, it is back in work,

0:24:08.720 --> 0:24:10.520
<v Speaker 2>but it is something that we've been doing for a

0:24:10.560 --> 0:24:15.119
<v Speaker 2>long time, right. We want to we want to attract fans,

0:24:15.440 --> 0:24:17.639
<v Speaker 2>meet fans where they are, and attract them into our

0:24:17.680 --> 0:24:21.720
<v Speaker 2>ecosystem from that touch point. So we've been doing this

0:24:21.800 --> 0:24:24.840
<v Speaker 2>for a while. Like I mentioned, we've licensed content to

0:24:25.240 --> 0:24:29.400
<v Speaker 2>streaming services and OTT platforms as well as linear networks

0:24:29.400 --> 0:24:34.439
<v Speaker 2>as well, because if as fans experience that anime, we

0:24:34.520 --> 0:24:36.760
<v Speaker 2>know that they will come to us for a deeper experience.

0:24:37.560 --> 0:24:42.920
<v Speaker 2>It continues to be a very strategic and intentional approach

0:24:42.960 --> 0:24:46.920
<v Speaker 2>for us, We do look at how much content at

0:24:46.960 --> 0:24:50.439
<v Speaker 2>what window and when to license and how that would

0:24:50.480 --> 0:24:54.520
<v Speaker 2>then allow us to connect with a new group of

0:24:54.560 --> 0:24:57.280
<v Speaker 2>fans and how to bring them back into our ecosystem.

0:24:57.640 --> 0:25:00.960
<v Speaker 2>So it is a priority, is something that we do

0:25:01.160 --> 0:25:03.000
<v Speaker 2>very intentionally in a strategic way.

0:25:03.640 --> 0:25:06.600
<v Speaker 1>Yeah, what do you think of this trend of these

0:25:06.640 --> 0:25:09.520
<v Speaker 1>live action adaptations of anime? I mean Netflix is really

0:25:09.600 --> 0:25:13.800
<v Speaker 1>leaning into this. Their Cowboy Bebop adaptation was, shall we say,

0:25:13.800 --> 0:25:16.400
<v Speaker 1>not a great success, but One Piece has really taken

0:25:16.440 --> 0:25:17.640
<v Speaker 1>off for them.

0:25:18.040 --> 0:25:18.240
<v Speaker 2>You know.

0:25:18.359 --> 0:25:22.359
<v Speaker 1>Is is that another opportunity to just draw in more, more,

0:25:22.720 --> 0:25:24.680
<v Speaker 1>more people into the anime tent. What do you think

0:25:24.680 --> 0:25:25.080
<v Speaker 1>about that?

0:25:25.880 --> 0:25:29.879
<v Speaker 2>Yeah, Like, look, anime has great, great stories, and I

0:25:29.920 --> 0:25:36.000
<v Speaker 2>think live action is another great medium to bring those

0:25:36.040 --> 0:25:39.879
<v Speaker 2>stories and to a much wider audience. So yeah, we

0:25:40.000 --> 0:25:46.399
<v Speaker 2>think it's great that broader fan bases get to enjoy

0:25:46.440 --> 0:25:50.040
<v Speaker 2>these stories in whatever format and so and it also

0:25:50.080 --> 0:25:53.439
<v Speaker 2>helps anime. So we saw like when like you mentioned,

0:25:53.760 --> 0:25:57.520
<v Speaker 2>Netflix released their One Piece live action, a lot of

0:25:57.560 --> 0:26:02.200
<v Speaker 2>fans came to Country Roll to watch the One Piece anime. Right,

0:26:02.359 --> 0:26:08.119
<v Speaker 2>and we know the popular the original series, the merchandise

0:26:08.200 --> 0:26:10.439
<v Speaker 2>up One Piece all had a halo effect from that.

0:26:10.720 --> 0:26:13.000
<v Speaker 2>So I think it's good for the IP, it's good

0:26:13.080 --> 0:26:17.400
<v Speaker 2>for the ecosystem that these live action shows are made

0:26:17.400 --> 0:26:22.520
<v Speaker 2>and not successful and enjoyed by fans.

0:26:22.520 --> 0:26:25.560
<v Speaker 1>More from Corunchry Role President Rahul Parini. After this break,

0:26:33.840 --> 0:26:38.280
<v Speaker 1>and we're back with Crunchy Role President Rahul Parini. We've

0:26:38.320 --> 0:26:40.439
<v Speaker 1>touched on this a bit, but I'd just like to

0:26:40.440 --> 0:26:42.560
<v Speaker 1>get a little bit more of your thoughts about you know,

0:26:42.560 --> 0:26:45.359
<v Speaker 1>obviously it's a very challenging environment for streaming right now

0:26:46.160 --> 0:26:48.439
<v Speaker 1>and for the media business at large. But you know,

0:26:48.520 --> 0:26:51.280
<v Speaker 1>you guys have really had a big success story of

0:26:51.320 --> 0:26:53.240
<v Speaker 1>the last couple of years. You know, you've expanded your

0:26:53.240 --> 0:26:56.600
<v Speaker 1>subscriber base, you've expanded to different businesses. A Goldman Sachs

0:26:56.680 --> 0:27:00.000
<v Speaker 1>analyst last year estimated that I believe by twenty twenty eight,

0:27:00.000 --> 0:27:02.640
<v Speaker 1>crunchy Roll will account for thirty six percent of all

0:27:02.680 --> 0:27:08.159
<v Speaker 1>profit at Sony's Picture segment, which is very impressive. You know,

0:27:08.680 --> 0:27:12.040
<v Speaker 1>what do you attribute that success to and can you

0:27:12.080 --> 0:27:15.440
<v Speaker 1>talk at all about you know, how profitable the business.

0:27:15.119 --> 0:27:20.600
<v Speaker 2>Is As you said, like there's been the entertainment business

0:27:20.600 --> 0:27:23.040
<v Speaker 2>has been going through a disruption for a while now.

0:27:23.840 --> 0:27:27.560
<v Speaker 2>Between that and the pandemic, there have been a lot

0:27:27.600 --> 0:27:31.439
<v Speaker 2>of external pressures. But one thing about anime is while

0:27:31.640 --> 0:27:34.560
<v Speaker 2>we saw some disruption during the pandemic to the production

0:27:34.680 --> 0:27:38.119
<v Speaker 2>side of anime, given that most of this production happens

0:27:38.119 --> 0:27:41.240
<v Speaker 2>in Japan, the disruption wasn't for a long time and

0:27:41.320 --> 0:27:46.720
<v Speaker 2>it wasn't very impactful, right Like, so shows continue to

0:27:46.760 --> 0:27:51.359
<v Speaker 2>get produced, and on our side, we very quickly figured

0:27:51.400 --> 0:27:54.640
<v Speaker 2>out how to continue to localize and dub shows even

0:27:54.720 --> 0:27:57.399
<v Speaker 2>during the pandemic, So I think that was helpful. So

0:27:57.440 --> 0:28:01.800
<v Speaker 2>we had content coming through even those through the pandemic

0:28:01.840 --> 0:28:05.720
<v Speaker 2>period that we were able to make available to our fans.

0:28:05.960 --> 0:28:09.600
<v Speaker 2>And during that time there was also adoption and move

0:28:10.119 --> 0:28:16.000
<v Speaker 2>towards streaming a lot within within the audience and within consumers,

0:28:16.240 --> 0:28:20.040
<v Speaker 2>and so those all all have helped the growth of

0:28:20.200 --> 0:28:25.040
<v Speaker 2>anime in general, right But at the same time, I

0:28:25.080 --> 0:28:29.760
<v Speaker 2>think to our discussion earlier, our approach or flywheel approach

0:28:29.960 --> 0:28:34.119
<v Speaker 2>has helped us stay focused on this or serving this

0:28:34.280 --> 0:28:37.760
<v Speaker 2>audience and continue to build deep, long relationships with them,

0:28:38.600 --> 0:28:42.360
<v Speaker 2>and that has also helped helped our growth. So we

0:28:42.560 --> 0:28:46.640
<v Speaker 2>just announced that we crossed thirteen million paying subscribers globally,

0:28:46.960 --> 0:28:52.320
<v Speaker 2>and that has only that's been a strong growth for

0:28:52.400 --> 0:28:55.880
<v Speaker 2>us last year. We are part of Sunny Pictures Entertainment.

0:28:56.080 --> 0:29:00.000
<v Speaker 2>We don't release our financials separately, but I can tell

0:29:00.000 --> 0:29:02.720
<v Speaker 2>tell you that we've been profitable and continue to be profitable.

0:29:02.840 --> 0:29:07.640
<v Speaker 2>So and all of that is I think all based

0:29:07.680 --> 0:29:10.720
<v Speaker 2>on our singular focus on serving this fan base and

0:29:10.840 --> 0:29:14.200
<v Speaker 2>our differentiated flywheel strategy. Yeah.

0:29:14.720 --> 0:29:16.960
<v Speaker 1>So speaking of that flywheel strategy, we focused a lot

0:29:16.960 --> 0:29:20.080
<v Speaker 1>on streaming. But I don't want to neglect your theatrical business.

0:29:21.040 --> 0:29:23.160
<v Speaker 1>You know, anime films have really formed one of the

0:29:23.160 --> 0:29:27.320
<v Speaker 1>few consistent bright spots in the post COVID theatrical landscape.

0:29:27.720 --> 0:29:30.560
<v Speaker 1>I know, his Funnimation was behind the Demon Slayer Moogan

0:29:30.640 --> 0:29:33.680
<v Speaker 1>Train film, which was a big success story in twenty

0:29:33.720 --> 0:29:37.120
<v Speaker 1>twenty one. You know, Boy and the Heron, which you

0:29:37.120 --> 0:29:40.200
<v Speaker 1>guys didn't release, but that was, you know, a pretty

0:29:40.240 --> 0:29:43.240
<v Speaker 1>big success story recently. Did you guys been for that film.

0:29:43.040 --> 0:29:46.960
<v Speaker 2>By the way, Yeah, So The Boy and Hearn is

0:29:47.000 --> 0:29:50.880
<v Speaker 2>a Jibili studios. It's a Miyazaki film film. We did

0:29:51.080 --> 0:29:54.600
<v Speaker 2>actually release the movie in Australia because we had a relation.

0:29:54.680 --> 0:29:58.760
<v Speaker 2>We have had a long relationship with Jibli Studios in Australia.

0:29:59.240 --> 0:30:01.560
<v Speaker 2>But they have partner in other world, in other parts

0:30:01.600 --> 0:30:03.320
<v Speaker 2>of the world that they work with and have worked

0:30:03.320 --> 0:30:06.000
<v Speaker 2>with for a long time, so they continue to work

0:30:06.000 --> 0:30:07.520
<v Speaker 2>with those partners in other regions.

0:30:07.720 --> 0:30:12.160
<v Speaker 1>Yeah, yeah, I was just curious. But you know, I

0:30:12.200 --> 0:30:14.600
<v Speaker 1>think we've talked a lot about how passionate the fan

0:30:14.680 --> 0:30:18.080
<v Speaker 1>base is. Are there any other factors that you think

0:30:18.160 --> 0:30:21.200
<v Speaker 1>you can attribute the success of anime films at the

0:30:21.240 --> 0:30:22.080
<v Speaker 1>box office too?

0:30:22.560 --> 0:30:26.720
<v Speaker 2>Yeah. Like I said earlier, fans love to watch their

0:30:26.760 --> 0:30:30.400
<v Speaker 2>favorite shows and favorite characters on a big screen with

0:30:30.480 --> 0:30:33.760
<v Speaker 2>their friends and with their family. It's an experience, it's

0:30:33.760 --> 0:30:38.000
<v Speaker 2>an event for them. Anime it just looks. Those visuals

0:30:38.040 --> 0:30:40.560
<v Speaker 2>look amazing on a big screen, and so I think

0:30:40.560 --> 0:30:42.920
<v Speaker 2>that's a big part of it. The other part of

0:30:42.960 --> 0:30:45.120
<v Speaker 2>it is, like you mentioned, there have been some amazing

0:30:45.160 --> 0:30:48.040
<v Speaker 2>movies that have come out recently, whether it be from

0:30:48.800 --> 0:30:53.520
<v Speaker 2>whether it be originals from Masters like Shinkai's Suzume or

0:30:54.040 --> 0:30:56.800
<v Speaker 2>Mayazaki Is The Boy and the Hern but also from

0:30:57.800 --> 0:31:01.200
<v Speaker 2>theatrical releases from major ip like Demon Slayer and so

0:31:01.720 --> 0:31:07.720
<v Speaker 2>great movies an amazing experience on a big screen. Also,

0:31:07.880 --> 0:31:14.360
<v Speaker 2>with our priority has been making these experiences, making them

0:31:14.480 --> 0:31:18.040
<v Speaker 2>actually an experience and an event for fans, not just

0:31:18.600 --> 0:31:24.120
<v Speaker 2>another movie at the theaters. Right has also made these

0:31:24.480 --> 0:31:27.480
<v Speaker 2>something that are very attractive to fans. And finally, I

0:31:27.480 --> 0:31:32.240
<v Speaker 2>would say like, look, we have long relationship with fans

0:31:32.240 --> 0:31:35.200
<v Speaker 2>around the world. We have over one hundred and sixty

0:31:35.320 --> 0:31:38.680
<v Speaker 2>million fans in our community that we have a very

0:31:38.680 --> 0:31:42.880
<v Speaker 2>close relationship that we are talking to every day in

0:31:42.960 --> 0:31:46.040
<v Speaker 2>social media and other various channels. So when we have

0:31:46.160 --> 0:31:49.320
<v Speaker 2>these movies, we get to tell them directly that these

0:31:49.320 --> 0:31:52.840
<v Speaker 2>movies are coming to theaters and encourage them to go

0:31:52.880 --> 0:31:55.440
<v Speaker 2>watch these movies. That gives us an advantage, that gives

0:31:55.760 --> 0:31:58.600
<v Speaker 2>the medium an advantage because we are able to tell

0:31:58.720 --> 0:32:01.480
<v Speaker 2>a lot of people about these movies and help them

0:32:02.000 --> 0:32:04.560
<v Speaker 2>go to the theaters and watch these movies. So all

0:32:04.600 --> 0:32:08.400
<v Speaker 2>of those factors I think have helped in making anime

0:32:08.520 --> 0:32:11.280
<v Speaker 2>movies as success at theaters. Like we have ten out

0:32:11.280 --> 0:32:14.360
<v Speaker 2>of the top twenty anime releases in the U from

0:32:14.360 --> 0:32:17.800
<v Speaker 2>a box office perspective our country, all releases, and I

0:32:17.840 --> 0:32:20.680
<v Speaker 2>think all of those factors into why anime movies have

0:32:20.720 --> 0:32:22.160
<v Speaker 2>been successful at theaters.

0:32:22.680 --> 0:32:27.440
<v Speaker 1>Yeah, I know that with those theatrical releases, you guys

0:32:27.480 --> 0:32:33.520
<v Speaker 1>have spearheaded releases in different territories different markets. Obviously, you've

0:32:33.680 --> 0:32:35.600
<v Speaker 1>talked about the kind of infrastructure that you guys have

0:32:35.640 --> 0:32:39.000
<v Speaker 1>in place to get shows subtitled and dubbed very quickly.

0:32:39.400 --> 0:32:41.280
<v Speaker 1>Can you talk a little bit about what is that

0:32:41.360 --> 0:32:45.240
<v Speaker 1>process of release, rolling out these films on a global basis?

0:32:45.280 --> 0:32:46.880
<v Speaker 1>What does that look like. Do you guys oversee all

0:32:46.880 --> 0:32:48.320
<v Speaker 1>that subtitling and dubbing.

0:32:48.880 --> 0:32:51.960
<v Speaker 2>Yeah, so similar to what we do with TV shows.

0:32:52.360 --> 0:32:57.960
<v Speaker 2>When we bring movies to theaters, we get our assets

0:32:57.960 --> 0:33:02.080
<v Speaker 2>from our Japanese creators and we actually localize them, so

0:33:02.120 --> 0:33:04.560
<v Speaker 2>we are subtitling them, we are dubbing them into all

0:33:04.560 --> 0:33:06.920
<v Speaker 2>the different languages we have to we want to release,

0:33:07.240 --> 0:33:10.280
<v Speaker 2>and getting the assets ready for a theatrical release. The

0:33:10.320 --> 0:33:12.640
<v Speaker 2>other thing, as I mentioned, we are part of the

0:33:12.640 --> 0:33:17.520
<v Speaker 2>Sony Pictures Entertainment. Sony Pictures, a major Hollywood studio, has

0:33:17.520 --> 0:33:21.160
<v Speaker 2>been bringing movies to theaters for hundred plus years, so

0:33:22.040 --> 0:33:26.880
<v Speaker 2>we have access to that experience, expertise, and infrastructure. So

0:33:27.080 --> 0:33:30.400
<v Speaker 2>we are we partner with our Sony Pictures Entertainment colleagues

0:33:30.440 --> 0:33:34.560
<v Speaker 2>to distribute these movies domestically and internationally, So we are

0:33:34.640 --> 0:33:38.360
<v Speaker 2>leveraging the experience and the expertise they have to bring

0:33:38.400 --> 0:33:42.720
<v Speaker 2>these movies to theaters, so that's an advantage. So that

0:33:42.760 --> 0:33:46.760
<v Speaker 2>allows us to take these movies on a wider theatrical release,

0:33:47.480 --> 0:33:50.120
<v Speaker 2>bring them to more theaters globally, bring them to a

0:33:50.120 --> 0:33:53.920
<v Speaker 2>lot more large format screens globally, and a lot more

0:33:53.960 --> 0:33:58.960
<v Speaker 2>countries than we can ourselves. So all of those are

0:33:59.000 --> 0:34:01.640
<v Speaker 2>a priority for us, and we are leaning into bring

0:34:01.640 --> 0:34:04.440
<v Speaker 2>more movies to more countries and more fans globally.

0:34:04.840 --> 0:34:09.279
<v Speaker 1>Yeah. Yeah, we spoke earlier about, you know, disruption in

0:34:09.320 --> 0:34:13.400
<v Speaker 1>the industry. Another big disruptor that you know everybody seems

0:34:13.440 --> 0:34:16.440
<v Speaker 1>to be talking about constantly is AI. I'm curious to

0:34:16.480 --> 0:34:19.319
<v Speaker 1>get your thoughts on what the potential impact of AI

0:34:19.480 --> 0:34:22.239
<v Speaker 1>might be on the anime industry. I think, you know,

0:34:22.840 --> 0:34:25.560
<v Speaker 1>it's easy to see applications for stuff like subtitling and

0:34:26.160 --> 0:34:28.239
<v Speaker 1>dubbing and that kind of thing. Can you talk about

0:34:28.239 --> 0:34:30.239
<v Speaker 1>what the impact of that might look like.

0:34:30.880 --> 0:34:34.560
<v Speaker 2>Yeah, Like, like you said, AI is going to be

0:34:34.560 --> 0:34:39.920
<v Speaker 2>a huge impact across the various industries. Our partners in

0:34:40.000 --> 0:34:44.360
<v Speaker 2>Japan are experimenting and looking into what that means for

0:34:44.719 --> 0:34:50.600
<v Speaker 2>anime production. But anime is a very is hand drawn still,

0:34:50.800 --> 0:34:56.120
<v Speaker 2>and it's a very age old traditional creative process. So

0:34:56.440 --> 0:34:58.520
<v Speaker 2>I'm sure there will be impact, but it is early

0:34:58.560 --> 0:35:00.480
<v Speaker 2>days to understand what the impact would be on the

0:35:00.520 --> 0:35:06.080
<v Speaker 2>production side of anime. Like you said, we are also

0:35:06.400 --> 0:35:09.480
<v Speaker 2>looking to see what role AI could play in a

0:35:09.560 --> 0:35:14.040
<v Speaker 2>lot of different worthless within our organization. Subtitling is an

0:35:14.080 --> 0:35:17.640
<v Speaker 2>area where we've been experimenting and we think that there

0:35:17.680 --> 0:35:20.239
<v Speaker 2>is a role for AI to play as we look

0:35:20.280 --> 0:35:24.720
<v Speaker 2>at speech speech to text, so we think it could

0:35:24.719 --> 0:35:32.320
<v Speaker 2>help us bring shows to fans quicker, bring in more languages. Again,

0:35:32.400 --> 0:35:36.600
<v Speaker 2>like I said, we are in early experimentation. On the

0:35:36.640 --> 0:35:40.719
<v Speaker 2>other side, on the dubbing side, I think that the

0:35:40.800 --> 0:35:43.439
<v Speaker 2>AI technology, we don't believe the air technology is there

0:35:43.600 --> 0:35:47.040
<v Speaker 2>yet in terms of being able to put into dubbing,

0:35:48.440 --> 0:35:52.920
<v Speaker 2>because the dubbing process itself is a very creative process.

0:35:53.080 --> 0:35:56.920
<v Speaker 2>Given that it is we're not just translating and dubbing,

0:35:57.160 --> 0:36:01.399
<v Speaker 2>we're adapting the script because you have to localize for

0:36:01.480 --> 0:36:05.480
<v Speaker 2>the local culture, local humor, you have to synchronize the

0:36:05.520 --> 0:36:08.759
<v Speaker 2>lip laps to the language because we don't get to

0:36:08.760 --> 0:36:13.080
<v Speaker 2>go back and reanimate the shows. So again, we don't

0:36:13.120 --> 0:36:18.759
<v Speaker 2>think the technology is there yet, but we're also experimenting

0:36:18.760 --> 0:36:22.640
<v Speaker 2>with AI in other ways. As I mentioned earlier. Discovery

0:36:22.920 --> 0:36:26.080
<v Speaker 2>is a big issue, just as much in anime as

0:36:26.080 --> 0:36:28.000
<v Speaker 2>it is in other general entertainment shows. There is a

0:36:28.040 --> 0:36:31.000
<v Speaker 2>lot of content and trying to connect audience with the

0:36:31.040 --> 0:36:33.160
<v Speaker 2>right content that they would like to watch at the

0:36:33.239 --> 0:36:35.799
<v Speaker 2>right time is a big is an important priority for us,

0:36:36.160 --> 0:36:40.120
<v Speaker 2>and we believe AI and generative AI could play a role,

0:36:40.480 --> 0:36:42.959
<v Speaker 2>so we're testing and experimenting there as well.

0:36:43.760 --> 0:36:46.799
<v Speaker 1>Yeah, just quickly, I'd like to talk just a little

0:36:46.800 --> 0:36:49.120
<v Speaker 1>bit more about and again this is something we've kind

0:36:49.160 --> 0:36:53.120
<v Speaker 1>of touched on, but just other expansion opportunities that you

0:36:53.239 --> 0:36:55.759
<v Speaker 1>see for the larger Crunchy Roll Flywheel.

0:36:55.960 --> 0:37:01.120
<v Speaker 2>Yeah, like I said, sword and theatrical our big touch

0:37:01.160 --> 0:37:04.080
<v Speaker 2>points with our fans and they continue to grow for us.

0:37:04.640 --> 0:37:08.719
<v Speaker 2>But we are serving fans in various other ways that

0:37:08.800 --> 0:37:12.120
<v Speaker 2>they like to exhibit their anime fandom. An example would

0:37:12.160 --> 0:37:15.920
<v Speaker 2>be games. There's anime fans love to play games. There

0:37:15.960 --> 0:37:18.840
<v Speaker 2>is a huge overlap between the gaming audience and the

0:37:18.880 --> 0:37:23.600
<v Speaker 2>anime audience, so we are bringing anime games to our

0:37:23.640 --> 0:37:28.279
<v Speaker 2>fans globally. We just launched our new free to play

0:37:28.360 --> 0:37:33.120
<v Speaker 2>game one punch Man World, last week, but we also

0:37:33.200 --> 0:37:37.880
<v Speaker 2>announced late last year launching a new subscription benefit for

0:37:37.920 --> 0:37:42.480
<v Speaker 2>our subscribers called Crunchy Role Game Volt where we make

0:37:43.400 --> 0:37:48.440
<v Speaker 2>free to play games available for our subscribers of our

0:37:48.600 --> 0:37:53.080
<v Speaker 2>Mega and Ultimate here. So that's another important priority. We

0:37:53.120 --> 0:37:55.600
<v Speaker 2>want to make sure that we are bringing amazing games

0:37:55.600 --> 0:38:00.000
<v Speaker 2>for our fans across the board. We also, like I said,

0:38:00.239 --> 0:38:03.719
<v Speaker 2>e commerce is a priority. Uh. Fans love to show

0:38:03.760 --> 0:38:09.879
<v Speaker 2>their fandom by collecting memorabilia, figures, or apparel that they

0:38:09.880 --> 0:38:12.359
<v Speaker 2>can wear and show off their fandom, and so we're

0:38:12.400 --> 0:38:17.160
<v Speaker 2>continuing to grow our e commerce reach both here in

0:38:17.800 --> 0:38:24.200
<v Speaker 2>US and also internationally. Events is another big thing. Fans

0:38:24.400 --> 0:38:27.560
<v Speaker 2>like to gather in a place and celebrate their fandom,

0:38:27.640 --> 0:38:32.680
<v Speaker 2>meet other fans, learn about new shows coming, meet creators

0:38:32.680 --> 0:38:36.920
<v Speaker 2>from Japan. So we are going to be attending and

0:38:37.320 --> 0:38:45.120
<v Speaker 2>meeting fans at more events globally. We are also bringing

0:38:45.640 --> 0:38:50.640
<v Speaker 2>an Countyl Anime Award to Tokyo again this year that

0:38:50.719 --> 0:38:53.400
<v Speaker 2>will be on March second. That is a way for

0:38:53.520 --> 0:38:57.160
<v Speaker 2>us to be able to connect anime fans globally with

0:38:57.560 --> 0:39:01.759
<v Speaker 2>creators in Japan. And I love anime fans to recognize

0:39:01.760 --> 0:39:06.520
<v Speaker 2>and celebrate their favorite shows from the past year. So yeah, again,

0:39:07.239 --> 0:39:10.640
<v Speaker 2>various touch points across the Flywheel that we believe are

0:39:10.640 --> 0:39:13.000
<v Speaker 2>going to be important for fans, and we're continuing to

0:39:13.000 --> 0:39:15.120
<v Speaker 2>invest and grow those channels.

0:39:15.320 --> 0:39:18.680
<v Speaker 1>Yeah, I know, Studio Ghibli opened a theme park in

0:39:18.760 --> 0:39:21.080
<v Speaker 1>Japan a few years ago. Is that our theme parks

0:39:21.080 --> 0:39:22.600
<v Speaker 1>anything you guys are thinking about at all?

0:39:22.960 --> 0:39:25.160
<v Speaker 2>We don't have theme parks, but some of our IP

0:39:25.440 --> 0:39:29.280
<v Speaker 2>are at theme parks, So we're always looking at opportunities

0:39:29.280 --> 0:39:32.000
<v Speaker 2>where we can take some of the IP that's popular

0:39:32.040 --> 0:39:35.279
<v Speaker 2>at country Hall and make them available for fans to

0:39:35.400 --> 0:39:37.960
<v Speaker 2>enjoy at theme parks worldwide. Cool.

0:39:38.680 --> 0:39:42.359
<v Speaker 1>One final fun question for any of our listeners who

0:39:42.360 --> 0:39:45.759
<v Speaker 1>may be looking to get into anime, can you recommend

0:39:46.440 --> 0:39:50.160
<v Speaker 1>maybe two or three titles that they might enjoy just

0:39:50.320 --> 0:39:51.160
<v Speaker 1>as a starting point.

0:39:51.440 --> 0:39:53.839
<v Speaker 2>Yeah. Like I said, there is a show for every fan.

0:39:55.840 --> 0:40:02.680
<v Speaker 2>If you like certain shows in general entertainment, I'm sure

0:40:02.760 --> 0:40:06.280
<v Speaker 2>there are shows that you will enjoy in an anime

0:40:06.400 --> 0:40:11.440
<v Speaker 2>that are similar or similar of genres. Just to suggest

0:40:11.480 --> 0:40:13.439
<v Speaker 2>a show, for example, there is a show that I'm

0:40:13.440 --> 0:40:16.640
<v Speaker 2>watching right now that is really popular with fans that

0:40:17.239 --> 0:40:22.040
<v Speaker 2>is started in January. It's a show called Solo Leveling.

0:40:22.719 --> 0:40:27.240
<v Speaker 2>It's based on a Korean manva that we are actually

0:40:27.360 --> 0:40:32.600
<v Speaker 2>producing with our Sonique colleagues and a production company an Applex.

0:40:33.160 --> 0:40:36.319
<v Speaker 2>It's a it's a really it's a really well made show.

0:40:36.400 --> 0:40:41.000
<v Speaker 2>It's really cool. It's about five episodes, and I would

0:40:41.040 --> 0:40:44.120
<v Speaker 2>highly recommend that show for anybody that wants to get

0:40:44.120 --> 0:40:48.239
<v Speaker 2>into anime. Great visuals, great stories. But again, there are

0:40:48.239 --> 0:40:51.920
<v Speaker 2>a lot of other shows you mentioned. Demon Slayer, Demonslayer

0:40:51.960 --> 0:40:54.440
<v Speaker 2>is a is an amazing show. In new season from

0:40:54.480 --> 0:40:56.400
<v Speaker 2>Demon Slayer is going to be out soon, so I

0:40:56.400 --> 0:40:59.800
<v Speaker 2>would highly recommend fans go catch up on the previous shows,

0:41:01.000 --> 0:41:05.319
<v Speaker 2>previous seasons of Demon's Layer. Yeah, and a lot of

0:41:05.360 --> 0:41:10.880
<v Speaker 2>some classics, so your Dragonball, dragon Ball Z, One Piece,

0:41:12.280 --> 0:41:17.560
<v Speaker 2>Cowboy Bebop or some of the classics that I watched

0:41:18.480 --> 0:41:22.440
<v Speaker 2>when I was young and getting into anime originally and

0:41:22.520 --> 0:41:24.839
<v Speaker 2>still are some of my favorite shows.

0:41:25.239 --> 0:41:28.080
<v Speaker 1>Great. Thank you so much for joining us today.

0:41:28.320 --> 0:41:30.359
<v Speaker 2>Thank you Tyler again, thank you for having time. I

0:41:30.440 --> 0:41:31.120
<v Speaker 2>really enjoyed this.

0:41:37.440 --> 0:41:39.480
<v Speaker 1>Thanks for listening. Be sure to leave us a review

0:41:39.520 --> 0:41:42.319
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0:41:42.360 --> 0:41:45.000
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0:41:45.080 --> 0:41:47.879
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0:41:47.920 --> 0:41:50.120
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0:41:50.120 --> 0:41:50.960
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