How Anime Turns Red: Chinese Censorship, Economic Infiltration, and the Japanese Entertainment Industry
By Walter Lam
Date: 22 December 2022
Anime convention in China with the Party flag and official slogans displayed to avoid criticism from anti-Japanese patriots.
Courtesy of the Gamer.com (Taiwan).
Having created countless iconic characters and International Properties (IPs) known worldwide, popular culture like gaming and anime have become two pillars of Japan’s well-developed entertainment industry. With a now huge and still growing audience even overseas, the former generated a global revenue of $38.41 billion and the latter $24.80 billion in 2022. The consequence of such a phenomenon is naturally multifaceted, but the one we shall focus on here is soft power, which is now facing competition from China.
With the similarities in culture and proximity, Japanese gaming and Anime have also deeply penetrated the Chinese population, attracting a reported audience of 410 million people, of which 63% are below 25 years old back in 2020. This even manifested into subcultural communities referred to as er ci yuan, or two-dimension in Chinese, and the umbrella term ACGN, which stands for anime, comics, gaming, and novels due to the common overlap between the domains. Accompanying this market surge is the rise of relevant businesses like Bilibili, an online platform combining Netflix-Esque streaming service and YouTube-Esque video content, and Tencent, now the world’s biggest game developer and other internet service provider.
Conference Hall for the 15th Chinese International Anime Industry Convention, Hangzhou, China.
Courtesy of Leiem (2019).
A Dilemma for the CCP: Losing Control of the Youth’s mind
Japan is a liberal democracy that celebrates freedom of speech, and they are not afraid to tackle sensitive political propositions and issues through the ACGN medium. A surge of such artistic works in China would mean the ruling Chinese Communist Party(CCP) losing their tight control of the publication and dissemination of media, maybe even inspiring the people to question its legitimacy. This fear is best exemplified by Document Number 9, introduced by President Xi Jinping a few months into office, which saw universal values and ideologies defined as a top threat to CCP’s security. Resultantly, many ACGN as well as Western titles have been banned for being vulgar or immoral, and most importantly, politically incorrect. Nevertheless, a direct ban on these shows or games has proved to be a feeble attempt as those who are determined would simply evade the firewall with a VPN and connect to the Taiwanese internet.
The trouble that can be spelt out if this continues is unacceptable to paranoid authoritarian states such as the CCP. They need a permanent solution and their response is to reverse its one-sided relationship with Japan fundamentally. This is done in two ways: creating and promoting their own ACGN industry as a worthy rival, and becoming the producers of Japanese ACGN titles.
Indeed, there is an attempt to foster the anime industry beginning in 2009 with a joint preferential taxation policy between the Department of Finance, Culture, and the State Administration of Taxation. About 1000 animation studios have since benefitted, yet only a handful of shows have made it outside of the country, and the Chinese alternative, Dong Hua, is still far from being the global phenomenon that its Japanese counterpart already is. While there are many factors determining the success of an IP, this certainly has a lot to do with state censorship limiting creative freedom and frequent crackdowns of the ACGN community. In 2018, a writer of the “Boys’ love” genre was jailed for more than 10 years, as her work on male/male romance is deemed obscene and pornographic. The CCP may have the power to bend the public discourse to their definition of political stability, but this power will never be able to create organic and praiseworthy works of art, not to mention a domestic ACGN industry.
The second strategy, while only having just begun, is a more robust method of controlling political messages. Japan’s ACGN industry can be roughly categorised into three stages, starting with writers creating the story or source material, followed by studios transforming the story into a product, and finally the selling of the product and related merchandise. China used to have little involvement in the production side, even with the rise of the streaming service Bilibili, which used to run on the basic model of buying licences to shows and games and then earning revenue from premium subscriptions. This situation is rapidly changing as Bilibili, like Netflix, accomplishes vertical integration by not just producing its own IP, but also becoming an active player in anime production as a major funder. Buy-ups are also happening on the upper end of the production and value chain, with cases like Tencent, the Chinese entertainment conglomerate and technology giant acquiring a 6.86% stake in Kadokawa to become its third-biggest stakeholder. With this deal in place, Tencent manages to secure its foothold in Japan, as Kadokawa is the hegemon of the country’s entertainment industry, owning countless IP rights across all domains of not just ACGN, but also magazines, live-action films and even an anime-themed hotel.
The Wall of Comment in the Chinese Bilibili World Expo with numerous anime-related references.
Courtesy of Wiki Commons (2017).
A Threat to the Integrity of Japan’s Freedom of Speech?
These mergers and injection of “red” capital have deeper implications as the CCP, being the Leninist organisation it is, transforms everything within its reach into vessels for their United Front. Under Chinese corporate law, the state posses prerogative rights as an investor and firms are legally obliged to prioritise so-called state development goals. This serves to advance Xi’s “common prosperity” agenda and Guo zin min tui (more control of the state and less of the private sector) philosophy, as he bought tech tycoons to his heels with a series of crackdowns, even taking over certain enterprises entirely. The reality of the current state of China’s state capitalism is that as long as businesses reach a certain size and scale, they have no choice but to become part of the state apparatus.
Tencent and Bilibili are of course no exception. They have no choice but to obey party lines and enact censorship on the party’s behalf. Propaganda from state mouthpieces is now virtually inescapable on Bilibili, as they are laid as the top videos always recommended by the platform’s algorithm, and content creators must adhere to CCP ideologies regardless of the video they create. Similarly, Tencent has been utilising its power as a stakeholder of foreign gaming companies like Activision to remove mentions of the Tiananmen Square Massacre from a trailer for its new game. With its massive holding of Japanese game developers including but not limited to studios Aiming, Platinum, and Marvelous, it is only natural for some to be worried about its consequences.
At the moment, the advancement of Chinese investment is still insufficient to constitute a systematic threat to Japan’s freedom of speech. Whilst this might become a possibility, there is not much to gain for the CCP to constantly request firms to ban foreign media. The act of censorship has the ultimate purpose of maintaining regime stability and legitimacy through the creation and sustaining of a friendly discourse environment domestically. Discourse happening outside China does not matter to the CCP as long as they are filtered out when entering the country. Having an excessively demanding ban list will actually bring publicity to the issue, thus defeating the purpose. It will also tarnish the brand image of the few Chinese corporations that made it to the international market, damaging their potential to censor important issues. This is especially true in the entertainment industry, as the market has a natural tendency to avoid politics, which often brings controversy. It would hence be much more beneficial for the CCP to remain dormant and let the firms take root in Japan before the need to censor content arises.
Ironically, the threat of censorship has manifested in the aforementioned Chinese ACGN fans. The 1989 Tiananmen Square Massacre made the CCP realise they are slowly losing control of the people due to economic integration with the West and has prompted them to commence the very successful “Patriotic Education Campaign” that is still fully running currently. Of which, hatred towards Japan for their wrongdoings during WWII is a convenient but major vocal point. As a result, the youth of China are indoctrinated with confused and extreme nationalism that boosts their loyalty towards the CCP, to the point it would not be affected by their consumption of Japanese ACGN media. For instance, they berated voice actress Ai Kayano on social media after she revealed she paid a casual visit to the Yasukuni Shrine. While the shrine is notorious amongst the Chinese due to it honouring Japanese war criminals, the shrine is dedicated to those who died in service of the country in general, and the actress visited the shrine out of whim and not as a political statement. Still, the furious netizens made further demands for the withdrawal of works Ms Kayano is involved in or her presence from the work, which became the case for the Japanese gacha-inspired Chinese mobile games Azur Lane and Arknights. This demonstrates how the average Japanese person can face serious consequences whether knowingly or not for not adhering to Chinese censorship, and the damaging impact it will have on Japan’s creational freedom in the long run, even without direct orders from the CCP.
With how viral ACGN is and going across the world, the damage of China meddling with these media that follows will also scale accordingly. It is therefore advisable for the Japanese watchdogs to start paying attention to the growing footprints of Chinese tech companies. Even if it is impossible and disproportionate to forbid joint virtues and takeovers entirely, they should start setting thresholds of how much China can invest in the entertainment industry before it becomes too late.
The Governance of China by Chinese leader Xi Jinping in multiple languages on sale in the London Book Fair 2018.
Courtesy of ActuaLitté (2018): https://flic.kr/p/24JbBHD
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