International Journal of Cultural and Creative Industries The Current Business Performance of the Chinese Animation Industry: Key Structure and Emerging Themes Zheng LIU Zheng LIU, Xi’an Jiaotong-Liverpool University, China Dr. Zheng Liu is a lecturer in the International Business School Suzhou, Xi'an Jiaotong-Liverpool University. She obtained her PhD from the Institute for Manufacturing, University of Cambridge with a thesis on the animation game industry. Her current research interests include cross-culture management, suply chains, and creative industry. Contact: [email protected] ABSTRACT With the popularity of IT, creative industries with digital content have become important. Among these industries is the animation industry, which is rapidly expanding through traditional TV channels and new media. Driven by government policy and market demand, China, the largest emerging economy, is experiencing significant restructuring and growth in its animation industry. The aim of this paper is to capture the business performance of the Chinese animation industry. Based on industry review and interviews with a number of practitioners, five overarching themes are highlighted: clusters, outsourcing, licensing, networking, and internationalization. In the near future, clusters will remain as an infrastructure support for SMEs, whereas companies should develop strategies to upgrade towards original design and brand development. International collaboration is an effective approach for expanding business for some large Chinese companies. Potential research areas are proposed at the end of the paper. Keywords: Creative industry, Chinese creative industry, Animation industry, Outsourcing, Cluster 42 Volume 2 | Issue 2 | March 2015 1. INTRODUCTION OF THE CREATIVE INDUSTRY AND ANIMATION As IT becomes ubiquitous, creative industries with digital content become important. China, the largest emerging economy, is experiencing significant restructuring and growth in the animation industry, with companies and clusters quickly expanding across the nation and increases in TV distribution and new media channels. The development of the Chinese animation industry is driven by government policy and market demand with new features and challenges. The objective of this paper is to provide insight into this industry from a country perspective. It aims to: (1) review the current business performance of Chinese animation industry, (2) identify priority areas as emerging issues, and (3) suggest areas for future research. The creative industry refers to industries which generate knowledge based on creativity. It is related to creative cities (Landry & Bianchini, 1995), the cultural industry (Hesmondhalgh, 2002), and the creative economy (Howkins, 2002). Representative sectors include advertising, architecture, crafts, design, fashion, film, music, performing arts, TV, and games (Howkins, 2002). Among these, the animation industry has grown rapidly with the expansion of large firms such as Disney, and products distributed worldwide through TV, cinema, and digital communication channels. Typical animation related products include TV animation series, movies, consumer products (e.g. toys, stationery, clothing) and games (e.g. PC games, console games, internet and mobile games). The process of making animation movies or TV series generally starts with conceptualization (Figure 1). During this stage, companies, publishers, and sometimes character designers will form a team together to generate concepts and ideas. The actual production can be divided into three Figure 1. Production process of animation movies/TV series Source: Adapted from Hagiu, Khanna, Oberholzer-Gee, Egawa, and Toyama, 2006 (p. 17) 43 International Journal of Cultural and Creative Industries phases, pre-production (e.g. play, character and stor y-board development), mid-production/ production (2D and 3D animation), and post-production (e.g. sound). As with most labor intensive processes, mid-production can be outsourced to contract studios. Once completed, the final product is distributed via TV channels, cinemas, and DVD publishers, and further through merchandising in the form of consumer products and theme parks. Though the core production process is similar, the supply chain management of animation industry varies from country to country. In Japan, the animation industry is largely driven by the comic industry, where best-selling comic books are made into animations. Toy companies join the animation conceptualization stage and share the investment risk. In the United States and many European countries, the animation industry is closely related to the film industry, and character is often well-designed before the actual movie is conceptualized. Sample animation movies are shown at exhibitions with the aim of attracting investment. Merchandising includes consumer goods and theme parks that contribute to the diversity of the American animation industry. In China, the comic industry is not profitable, and most animation products are made for TV programs. The merchandising is often left behind in the later stages of the animation production. The above features are shown in Figure 2, which illustrates a highly commercialized model from the United States, a mature supply chain in Japan, and the early development of animation industry in China. This figure is compiled from the Chinese animation industry development report (2008), with translation and interpretation by the author. 2. ANIMATION INDUSTRY IN CHINA The first Chinese animation movie Princess Iron Fan1 was released in 1941, marking that China was on pace with other countries. The golden age of the Chinese animation industry was the 1950s and 1960s, with many products (e.g. Havoc in Heaven2) featuring traditional Chinese stories and art styles. Since the open door policy of the 1980s, the previous government supported animation companies began to face the challenge of self-funding, and turned into contract studios for foreign firms. At the same time, overseas products quickly occupied the Chinese market. In 1999 the Shanghai Animation Film Studio, previously the largest state-owned animation company, spent RMB 21 million (US$ 3.36 million) producing the animation Lotus Lantern 3 . This movie explored the possibility of a commer- Figure 2. Process of animation industry from country perspective Source: Author’s compilation from Chinese animation industry development report (2008) 1 2 44 3 Princess Iron Fan: 鐵扇公主 Havoc in Heaven: 大鬧天宮 Lotus Lantern: 寶蓮燈 Volume 2 | Issue 2 | March 2015 cialized business model for Chinese animation industry. Though its box office income was more than RMB 20 million (US$ 3.2 million), it did not take any further steps towards merchandising its characters. Since 2004, the Chinese government began to realize the importance of maintaining the domestic animation industry as an effective way to preserve the national culture. A series of policies were made to support original designs, to establish animation featured TV channels (2004), to waive tax for companies with original productions (2005), to promote animation brand development (2009), and to standardize the mobile animation industry. In 2005, the first 3D CGanimated movie Thru the Moebius Strip4 debuted. In 2009, Pleasant Goat and Big Big Wolf 5 , a movie based on a TV animation series, premiered with a first day box office income of RMB 8 million (US$ 1.28 million), marking the real commercial success of the Chinese animation industry together with the development of film industry. Despite the fact that only Flash was used in the animation, this story attracted large audiences, and the characters were further developed into consumer products. Since 2010, several products (e.g. Stories of Three Kingdom6) have been jointly produced by Chinese and foreign firms. In 2011, the movie Kuiba7 was produced as the first major Chinese animation to enter the Japanese market. Figure 3 presents a timeline of the Chinese animation industry with a summary of key companies, products, business models, technologies, policies, and global impact. Driven by government policy and market demands, the Chinese animation industry has witnessed huge changes in the last decade. In 2000, the total production of animation was only 8,511 minutes national wide. In 2010, that amount increased to 220,530 minutes, growing to 261,224 minutes in 2012. By the end of 2008, there were 6,463 animation related companies and organizations in China with four animation-featured TV stations, 34 TV stations for children, and 447 Figure 3. Timeline of the Chinese animation industry Source: Author’s original work 4 5 6 7 Thru the Moebius Strip: 魔比斯環 Pleasant Goat and Big Big Wolf : 喜羊羊與灰太郎 Stories of Three Kingdoms: 三國演義 Kuiba: 魁拔 45 International Journal of Cultural and Creative Industries universities providing relevant courses. Clusters grow as a base for SMEs to grow and resource for large companies. There were 71 clusters/bases with 44 authorized directly by central government offices), mainly located in Beijing, the Pearl River Delta, the Yangtze River Delta, and Hunan province. Before 2000, the total income of Chinese animation was less than RMB 100 billion (US$ 16 billion). In 2011, it reached RMB 621.7 billion (US$ 99.5 billion), and in 2012 increased to RMB 759.9 billion (US$ 121.6 billion). Animation products now have a large market space in China, due to the popularity of internet and digital media. The production capacity of the Chinese animation industry is shown in Figure 4. The current structure of the Chinese animation industry is shown in Figure 5. This figure was created by the author, and was improved based on feedback from the inter v iewed industr y practitioners. The focal company is similar to an Overall Equipment Manufacture (OEM) in the manufacturing system who designs concept and product animation movies or games. The production component can be outsourced to specialized studios who do graph design, animation (2D and 3D), and sound effects. Many of these companies Figure 5. Structure of Chinese animation industry Source: Author’s original work 46 Figure 4. Production capacity of the Chinese animation industry (unit: minutes) Source: Adapted from the Chinese animation industry development report (2013) collaborate and co-evolution in industry park and clusters, which are supported by government policy. The operator level is downstream of focal developer companies, and contains TV houses, cinemas, DVD/book publishers, the internet and mobile platforms (including game operators), and character manufacturers. 3. RESEARCH METHOD To investigate the business models and challenges in the current Chinese animation industry, a series of document reviews and interviews with officials from companies were conducted. 38 companies including TV houses, OEM firms, outsourcing studios (both animation and game in- Volume 2 | Issue 2 | March 2015 dustry), and industry clusters are selected for indepth studies. Semi-structured interviews (each lasting two hours) were conducted with general directors and marketing directors in animation companies. The selection also covered four active areas of the animation industry in China, the Pearl River Delta, the Yangzi River Delta, Beijing, and Hunan province. Interview questions cover company business models, growth strategies, and the critical issues in operations and strategic management. From the responses, five themes emerged as critical factors in the current Chinese animation industry: clusters, outsourcing, licensing, networking, and internationalization. 4. EMERGING THEME ONE: CLUSTERS An industry cluster can be described as a geographic concentration of companies and institutions of a certain sector. In the United States, the animation industry is closely associated with film production in California. According to the Japan animation industry trend report (2005), there is a trend toward animation industry clustering near the Suginami district and Nerima districts of Tokyo, where companies share information and form a complete value chain. Within China, there are currently more than 70 animation industry clusters with 70 to 80 per cent support from the central and local governments. As late-comers to this industry, most Chinese animation companies are SMEs which require external resources and collaboration. Therefore, clusters play an active role in firm growth by providing industry information, technology support and training, Table 1. Types of animation industry clusters and communications platforms for SMEs, and by attracting investment. Based on functional roles, six types of animation industry clusters are observed in China (Table 1). One of the industry clusters in this study is the Yijing Animation Base 8 , located in Shenzhen, which creates animation and internet games. Wit h t he integ rat ion of reg istered member companies (including IT, digital content, original design companies, agency, media, and communication service platforms) and establishment of centers (infrastructure, communication, training, production, venture, IT capital, policy, PTP), its core business are (Figure 6): (1) To introduce advanced facilities overseas to its member companies. (2)To provide human resource training from professional agencies. (3) To introduce its member companies with original products to external resources. (4) To build up collaborative networks with local animation and children’s TV channels (5)To explore overseas markets by contacting foreign sales agencies. The member companies in this cluster benefit from special polices on technologies, capital, finance, and tax (e.g. discounted or free rentals of real estate, interest-free loans, Shenzhen residence rights). At present there are 51 leading animation companies (44 Chinese companies and 7 overseas companies) including original designers, game developers, studios, R&D companies for applied technologies, sales agencies, financial Type of cluster Feature Comprehensive A diverse environment animation related companies SMEs training A platform for SMEs to share information and collaborate Public service A service platform providing technology and industry solutions Leading firms Cluster led by large firms to develop original animations Software/tech Cluster aiming to develop software and technology Education Training and education of animation professions Source: Adapted from the Chinese animation industry development report (2008) 8 Location and example Shanghai Shenzhen Wuxi Hunan Suzhou Beijing, Hangzhou This study is based on original interviews with the general director of the animation cluster and CEOs of member companies of Yijing Animation Base ( 深圳怡景國家動漫基地 ). 47 International Journal of Cultural and Creative Industries Infrastructure Communication Figure 6. Business model of the Shenzhen-based animation industry base (provided by the Yijing Animation Base) institutions, publishers and distribution agencies, and publication and distribution companies, forming an integrated supply chain. All firms are encouraged to undertake original design work, and one of them has become a well-known large firm. In 2006, the animation production capability was 14,000 minutes. In 2007, 26 original movies and TV animations were produced in this cluster. Currently it has established a training center by collaboration with local universities. Of future development, the director of the Yijing Animation Base said: “There are several choices for the future. We can either continue as an industrial base to support more SMEs, or merge into a large company with integrated supply chain, or collaborate with media to promote our existing brands.” It is true that though many Chinese animation clusters face the challenges of managing their diversity, it is important to build up supply chains internally and extending networks using external resources (e.g. sales agencies, TV channels). 5. EMERGING THEME TWO: OUTSOURCING Outsourcing is a typical business model in the animation industry due to the globalization of 48 industry and price competition. Currently many large western companies outsource production to countries such as China, India, and the Philippines (Tschang & Goldstein, 2004). However, some companies such as Pixar do not outsource (Kanna, 2005; Vemuri, 2005). This is because Pixar is very technology oriented. In each of its products, there is new innovation in 3D software, character design, sound, and visual effects. Since technology is Pixar’s key competitive advantage, production is done in-house. A general consideration for companies who want international outsourcing is when and how to outsource production to developing countries with qualified skills. The location and partnership selection are very important. Once a partner is selected, there are further issues in management of the outsourcing activity, communication, and control of quality, costs, and delivery. Institutional and policy factors also inf luence international outsourcing. Through the involvement of international outsourcing, some small companies can also learn, growing from a pure production studio into larger firms with design capabilities. The Japanese company Production Volume 2 | Issue 2 | March 2015 I.G represent s such good business practice. Originally it produced animation for large firms, however by upgrading designing competence, it then developed characters and brands, outsourcing production to other studios, and exporting production overseas. For the past 20 years 90 per cent of Chinese animation companies have been contract outsourcing studios. Though original design capability is growing, in 2006 70 per cent of firms in China still did purely overseas projects or joint production, according to the Chinese animation industry development report (2008). A representative company in the study, Original Force9, is a Chinese outsourcing contract studio in Nanjing. Established in 1999, this company is specialized in 3D art and animation production. With 240 employees, it has the capability of producing concepts, in-game 3D, special effects, Flash games, and iPhone games for game OEMs. Since the competition for outsourcing contract studios is fierce, the company has implemented several policies to continuously attract OEM clients: (1) Developing products of high quality by adopting high-end software and training employees with updated skills. (2) Establishing IP protection structures with software (IP protecting database, control of emails). This is one of the bases for building up trust with western firms. (3) Enhancing company competitive advantages through development of 3D animation to CG and concept design. Based on existing collaborative projects, it can further expand the project range with high value added activities. (4) Attending global conferences to form external networks. At present the company has a long-term relationship with ten top global game firms. According to the CEO of Original Force: Our qualit y management , IP protection system, and technical expertise are the core 9 10 competences in securing relationships and establishing good reputation. As an outsourcing studio, it is not easy to maintain long-term relationships with OEM clients, especially large western clients. Once they choose you, the next time they can turn to your competitors who can provide better quality at lower prices. Therefore we have to continuously upgrade our technology and managerial skills. The company is currently planning to move towards CG concept production and original design. 6. EMERGING THEME THREE: LICENSING When an animation brand or character becomes successful, there is a trend to develop consumer products through licensing. Licensing businesses begin in western companies such as Disney (Pragada, 2009), followed by Japan and South Korea. Children’s stationery products, foods, beverages, and clothing are the most popular licensing sectors. Newcomers such as most Chinese animation companies, though they know that more than two thirds of the profits from animation come from licensing, are still in the early stages of designing a suitable cartoon character. The key point to most companies is how to develop such influential characters, and introducing new products to suit shifting customer demand. When companies grow larger via branded characters, they face new challenges in licensing effectively to different sectors and locations with standardized management. Currently, management of the brand and effective licensing are the challenges companies face right now. One of the earliest Chinese animation companies focusing on character merchandising and licensing is Sunchime10. Established in 1999, it aimed to develop animation and expand its brand across diverse sectors. It is among the earliest Chinese companies that realized the potential value of licensing and entered the market early. While pro- This study is based on an original interview with the company CEO of Original Force ( 江蘇原力電腦動畫製作有限公司). This study is based on online documents of the Sunchime ( 三辰卡通集團 ). 49 International Journal of Cultural and Creative Industries ducing its original animation TV series Blue Cat 11 and broadcasted it on TV, it made every effort to expand the brand. Beginning in 2002 it started to collaborate with manufacturers, and gradually developed more than 600 product types including drinks, stationery, and toys. However the company was too eager to expand the business to cover the large amounts of money necessary to making an animated TV series. Because it collaborated with as many manufacturers as possible, standard design styles, price standardization, and quality management were lacking. In this way, problems such as price competition, quality failure, and distrust between the company and retailers occurred. The company invested much time and money in toy marketing, controlling and managing retailers, and establishing a subsidiary sales agency. Thus, less effort went into its key competitive advantage: the design and production of animated TV programs. The decline in the quality and creativity of its animation eventually destroyed the image of its toy products. The business model of this company (Figure 7) suggests a potential business model of licensing in animation industry that nurtures the whole supply chain. The firm’s negative experience is a cautionary lesson to other Chinese animation companies in systematically managing brands, aiming at different markets, controlling quality and IP issues, allocating resources, and collaborating with partners effectively. Figure 7. Licensing and character business model Source: Author’s interpretation of the interview results 11 12 50 13 7. EMERGING THEME FOUR: NETWORKING In the animation industry, TV houses play a powerful role. The development of TV houses, especially animation focused channels, requires networking with a variety of animation related companies. Sometimes the conceptualization of animation is proposed by TV houses, and joint production between TV houses and production studios occurs. In this way a network of collaborating companies forms. A company interviewed for this study, Kaku12 , is an animation specialized TV house in Beijing. Though it has a team of 30 people for R&D and marketing activities, the company usually proposes concept ideas, and product animation TV series by collaborating with external companies and studios. Through collaborative networks, the company has expanded its business to brand protection, character merchandising, toy sales, and theme parks, with the main focus on TV distribution and concept design. In 2007, Kaku led a project of 100 episodes of animation series Fuwa Olympic Travel13 by collaborating with six 2D animation companies and one 3D animation company. It demonstrated an effective way of coordinating different resources in a network: (1) In conceptualization and pre-production stage, experts (play writing, character design) are invited. (2) Asking two different types of studios (one traditional hand painting, one 2D computer drawing) to do the samples to compare their art styles. (3) Using the 2D computer drawing sample as benchmark to find five other studios, four of which collaborated with this company before, while the fifth demonstrated good quality. (4) To save time, mid-production began along with pre-production, meaning that companies already started production without the Blue Cat: 藍貓淘氣三千問 This study is based on online documents and an original interview with the general director of Kaku ( 北京卡酷傳媒有 限公司 ). Fuwa Olympic Travel : 奧運福娃歷險記 Volume 2 | Issue 2 | March 2015 whole play being written. (5)Frequent communication between the main producers/directors and company producers/ directors. (6) The production plan and timeline was totally controlled. Computer-based technology saves time in mid-production. A comparison of a traditional in-house production model with the company model by collaboration is shown in Table 2. Table 2. Comparison of in-house model and collaboration model In-house model Conceptualization 6 months Collaboration model 3 months Pre-production N/A - 3 months - 2 samples Mid-production 3-4 years - 1 year - 6 2D studios - 1 3D studios Post-production 1 month 1 month Publish etc. N/A Mid-production By running networks tightly and collaboratively under a clear common goal, the project was completed successfully within 1.5 years. During the interview, the general director of Kaku said: The success of this project lies in its effective c o l l a b o r a t i o n t e a m . We u s e a d v a n c e d technology and information sharing system to ensure frequent accurate communication. The experience of leading this project can be used for further projects, and we will consider more collaboration projects with these team members. 8. EMERGING THEME FIVE: INTERNATIONALIZATION For most Chinese animation companies, how to upgrade from outsourcing studios to OEM firms, and 14 to enter overseas markets by direct export remains a great challenge. Only a few have begun the internationalization practice through joint projects. One successful company to go international is Crystal C.G.14, originally established in Beijing in 1995. Its early business used advanced 3D software and developed networks with clients from different industrial sectors such as TV houses and construction companies. In its early stages, the company joined several TV documentary productions, making its 3D computing graph technique well known. In 2008, it participated in the digital show for the opening ceremony of the Beijing Olympics. The high quality of its 3D design began to attract clients from overseas. Through continuously improving its technology and services following international standards, the company began its internationalization process by joining overseas projects, including the application of multimedia technology to digital films and 3D effect development for major events. While actively participating in collaborative projects, it established subsidiaries in Dubai and Tokyo. With its experience and high quality demonstrated in the Beijing Olympic project, the company successfully joined the London Olympic project. Now its London office has 50 employees with its business expanding from 3D effect production to full animation development. According to the company, technology is its core competence, whereas collaboration provides the firm with the opportunity to expand overseas. Through series of collaborative projects, it continuously absorbed new knowledge, which lead to further joint activities with large foreign firms. 9. CONCLUSION AND FUTURE RESEARCH AREAS This paper presented a picture of the animation industry in China by describing its key products, development trend, driving forces, and business models. From documents and reviews of This study is based on online documents and an original interview with the art director of Crystal C.G. ( 水晶石數字科 技有限公司 ). 51 International Journal of Cultural and Creative Industries Table 3. Emerging themes in Chinese animation industry Emerging themes Clusters Key success factors and research questions (1) How to manage the diversity of companies? (2) How to build supply chains internally? (3) How to link internal capability with external resources? (4) How to nurture SMEs to become large firms with original products? Outsourcing (5) How to develop core competences in a specialized area? (6) How to maintain long-term relationship with OEMs? (7) How to upgrade towards more value-added activities (e.g. design)? Licensing (8) How to systematically manage brands? (9) How to control quality and IP issues? Networking (10) How to develop collaborative networks? (11) How to coordinate different resources in a collaborative project? Internationalization (12) What are the challenges of internationalization (e.g. exporting, licensing)? (13) How to go international through collaborative projects? (14) How to communicate in cross-culture collaboration? industry practices, five emerging issues were identified and discussed, which include clusters, outsourcing, licensing, networking, and internationalization. These issues were found to dominate the current stage of Chinese animation industry. In each topic, one case was provided for a better understanding of the issue from the business practice perspective. In the near future, clusters will remain as a management model and infrastructure support for Chinese animation companies, especially SMEs. An increasing number of outsourcing companies are searching for ways to upgrade to OEMs which can develop branded merchandising. International collaboration has also begun among some large companies in China. Based on the Key Success Factors of each emerging theme, potential research topics are proposed, as shown in Table 3. The study is based on an industry report review and interviews with officials at animation companies. In order to implement the findings, a large scale survey is required to determine the most critical issues in each theme. Meanwhile, qualitative research such as case studies can better capture and develop detailed business models and processes. 52 REFERENCES CCI Times (2015). 中国文化创意产业网 [Creative and cultural industries times in China]. 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