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When Games Become Anime: The New Power Loop in Global Fandom

Kirby Grines
November 4, 2025
in The Take, Gaming, Industry, Insights, News, Programming, Technology
Reading Time: 3 mins read
0
Family on couch watching anime

When Arcane exploded on Netflix, it didn’t just make animation prestige TV. It made League of Legends cool again. Riot Games saw player engagement spike, cosplay flood conventions, and a generation of viewers discover that anime-style storytelling wasn’t confined to Japan. Fast forward to 2025, and Devil May Cry has repeated the trick, proving that anime is no longer a genre. It’s a strategy.

The Data Behind the Crossover

Ampere Analysis’s recent report, Games and Animation: How Transmedia Strategies Leverage IP, quantifies the crossover between the gaming and anime worlds.

  • 35% of internet users aged 18 to 64 identify as anime fans.
  • 83% of those fans are active gamers.
  • Game-to-anime commissions increased 137% year on year in 2024, overtaking comics as the third-largest source of adaptations behind manga and books.
  • Netflix Originals based on gaming IPs were 40x more popular than other animated titles in Q2 2025.
  • After the Devil May Cry series launched on Netflix, monthly active users of Devil May Cry 5 rose 313%.

Streaming services and gaming studios have found a shared engine. One feeds engagement for the other, creating a self-sustaining feedback loop.

Streaming Services Lock Down Anime Rights

The crossover’s not just cultural, it is now legal and commercial. Netflix, Disney, and Crunchyroll recently joined forces to take on anime piracy, targeting more than 248 illegal streaming domains in a joint legal action. The move signals a shift in how the most prominent players view anime: no longer a niche subcategory, but a core IP asset worth protecting at scale.

Piracy used to be a symptom of anime’s popularity. Now it is a threat to a legitimate streaming ecosystem that depends on exclusive rights and windowing. The crackdown comes as legal access expands, particularly in markets like India and Southeast Asia, where free anime streaming once dominated.

In Europe, meanwhile, anime’s fanbase continues to grow quickly. Germany’s anime audience has increased from 23% in 2020 to 26% in 2025, and Finland’s from 25% to 34%. For streamers, those rising fandom numbers translate directly into future subscribers and licensing deals.

Anime Expands Beyond Borders and Into New Tech

Anime’s globalization is no longer hypothetical. Western studios and streamers are now creating anime-inspired content that resonates across cultures, from Castlevania to Blue Eye Samurai. Ampere’s analysis highlights this shift as a permanent change in production strategy rather than a passing trend.

Japan’s major publishers, including Kadokawa, Kodansha, and Shogakukan, recently warned OpenAI over its Sora 2 app, which can automatically generate anime-style characters and videos. The statement called for “legal and ethical” measures to protect the creative process. The tension between creative ownership and generative technology is now part of anime’s evolution.

The Streaming Wars Take

For streamers, anime delivers recurring engagement and a reliable path to global audiences. For game publishers, it reactivates IP, deepens fandom, and drives gameplay. And now, Sony Pictures International Productions is exploring live-action remakes of anime IP, further expanding the monetization potential.

Anime storytelling has become one of the most versatile creative formats in entertainment. Whether animated or live-action, Japanese or Western, hand-drawn or AI-assisted, anime is now the connective tissue between global streaming, gaming, and cinema.

The next franchise breakthrough may not come from a comic or a novel. It’ll come from a controller.

Tags: Ampere AnalysisanimeArcanecosplaycrunchyrollDevil May Crydisneyfan engagementgaming IPgenerative AIglobal fandomKadokawaKodanshanetflixpiracyRiot GamesShogakukansony picturesstreaming strategytransmedia
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