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Sony's Kadokawa Investment Sparks Goal of 9000 Original IPs Per Year

Author : Christian Update:Feb 22,2025

Kadokawa, now a Sony Group subsidiary, sets ambitious publishing goals. Aiming for 9,000 original IP publications annually by fiscal year 2027, this represents a 50% increase from their 2023 output.

Sony's Kadokawa Investment Sparks Goal of 9000 Original IPs Per Year

This aggressive expansion follows Sony's acquisition of a 10% stake, making them Kadokawa's largest shareholder. President Takeshi Natsuno, in an interview with Nikkei, outlined a plan to leverage Sony's global distribution network for international market penetration. A medium-term goal of 7,000 titles by fiscal 2025 is also projected.

Sony's Kadokawa Investment Sparks Goal of 9000 Original IPs Per Year

To support this growth, Kadokawa plans to increase its editorial staff by 40% to approximately 1,000 employees, ensuring efficient workflow and preventing staff burnout.

Sony's Kadokawa Investment Sparks Goal of 9000 Original IPs Per Year

Kadokawa's strategy involves a "media mix approach," expanding existing IPs through anime and game adaptations. Natsuno emphasizes the creation of a system fostering diversity and leading to major successes.

Sony's Kadokawa Investment Sparks Goal of 9000 Original IPs Per Year

This collaboration benefits Sony significantly, particularly Crunchyroll, their anime streaming platform with over 15 million subscribers. The partnership will expand Crunchyroll's anime library with Kadokawa's extensive IP portfolio, including titles like Bungo Stray Dogs, Oshi no Ko, and The Rising of the Shield Hero. Kadokawa also controls development studios behind major game franchises like Elden Ring and Dragon Quest.

Sony's Kadokawa Investment Sparks Goal of 9000 Original IPs Per Year

Sony's interest in multimedia expansion, including live-action adaptations and international anime distribution, aligns perfectly with Kadokawa's growth strategy. This partnership promises significant growth and expansion for both companies in the global entertainment market.

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