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Japan Targets $130 Billion Overseas Sales With Content Expansion

Japan Targets $130 Billion Overseas Sales With Content Expansion

Japan's games and anime expansion focuses on global distribution, workforce investment, and AI localization to drive exports.

16 FEB 2026, 12:05 PM
  • Japan plans to scale overseas content sales to $130B by 2033.
  • Funding expansion prioritizes AI localization and global distribution.
  • Anti-piracy action, labor gaps, and AI copyright risks addressed.

Japan is advancing a government-backed expansion of its video games and content industries, formally positioning the sector as a long-term economic growth driver. Policymakers are aiming to raise overseas sales of Japanese content to ¥20 trillion (~$130 billion USD) annually by 2033. The strategy was reported on Feb 11, 2026, by The Japan Times.

International revenue reached roughly ¥5.8T (~$37.7B) in 2023, outpacing semiconductor exports. 

The collective growth spans games, anime, manga, film, and music. Global theatrical performance has reinforced that trajectory. Demon Slayer: Kimetsu no Yaiba the Movie: Infinity Castle — Part 1: Akaza Returns, which generated more than ¥100B (~$652M) worldwide in 2025, a first for a Japanese production.

State funding currently totals ¥25.3B (~$164M). The ruling Liberal Democratic Party is advocating an increase beyond ¥100 billion (~$651M), saying support must be “swiftly boosted” to match overseas funding levels.

Meanwhile, benchmarks cited include South Korea’s ¥76B (~$496M) framework and approximately ¥600B (~$3.92B) in U.S. backing, alongside California's incentive programs.

Japan's Content Industry's Global Distribution, Labor, and Technology Push

Prime Minister (PM) of Japan, Sanae Takaichi’s, administration has designated ¥35B (~$228M) in the fiscal-year (FY) 2025 supplementary budget for a multiyear rollout. 

However, policy actions include overseas distribution integration, anti-piracy enforcement targeting manga source material, and deployment of AI-driven translation tools supported by specialist training.

Japan’s Content Overseas Distribution Association has requested that OpenAI stop using its members' works to train models, including Sora 2, citing potential copyright infringement. The appeal is supported by Aniplex, Bandai Namco, Studio Ghibli, Square Enix, Kadokawa, and Shueisha.

Altogether, localization costs and creator shortages were flagged in policy discussions, with industry leaders stating, “government support is indispensable.” Proposals include a third-party certification body by FY 2028 to standardize contracts and working environments, alongside antimonopoly subcontracting guidelines.

Probaho Santra is a content writer at Outlook India with a master’s degree in journalism. Outside work, he enjoys photography, exploring new tech trends, and staying connected with the esports world.

Published At: 16 FEB 2026, 12:05 PM