Professional Documents
Culture Documents
Jacqueline Ristola
York University
March 5, 2016
2
site based in the United States that specializes in anime (Japanese animation) and other video
content from East Asia. Until 2009, however, the site hosted illegal fan-subtitled, fan-uploaded
bootlegs of anime without copyright permissions. When Crunchyroll acquired a $4.05 million
investment from the venture capital firm Venrock in December of 2007,1 American anime
distribution companies FUNimation and Bandai Entertainment cried foul, criticizing the site for
continuously profiting from illegal materials and being rewarded for it.2 By January 2009, after
announcing a new deal with Japanese broadcaster TV Tokyo, the site committed to removing all
illegal content, and has since only grown internationally as the largest legal streaming anime site
of anime in the world, streaming content in up to 7 different languages3. The site is doing better
than ever, with over 20 million registered users and 700,000 paid subscribers, and recently
announced a partnership with the Japanese conglomerate Sumitomo to create their own anime
production company.4
While the site’s current popularization of streaming is notable, it is its previous illegality
that is particularly worthy of study, especially considering the site’s increasingly popularity
within the anime distribution world. As Crunchyroll received more company investments from
1 “Crunchyroll CEO: Making Online Anime Pay,” ICv2, last modified December 15, 2008, http://
icv2.com/articles/comics/view/13922/crunchyroll-ceo-making-online-anime-pay.
2“Video Site with Unauthorized Anime Gets US$4M Capital,” last modified March11, 2008, accessed
December 14, 2015, http://www.animenewsnetwork.com/news/2008-03-11/video-site-with-unauthorized-
anime-gets-us$4m-venture.
3"Crunchyroll Launches Its Services in Italy,” Crunchyroll, September 9, 2015, http://
www.crunchyroll.com/anime-press-release/2015/09/09/crunchyroll-launches-its-service-in-italy.
4"Crunchyroll, Sumitomo Announce Partnership to Create Company to Co-Produce Anime (Updated),”
Anime News Network, accessed December 28, 2015, http://www.animenewsnetwork.com/news/
2015-10-22/crunchyroll-sumitomo-announce-partnership-to-create-company-to-co-produce-anime.
3
such corporations as The Chernin Group and TV Tokyo,5 Crunchyroll’s profile has only
increased. But this success was due in no small part to the exploitation of free labour in the form
This paper will analyze the rise of the anime streaming site Crunchyroll and how the site
significantly relied on unpaid labour for its success. Using a Marxian analysis of labour, this
paper will investigate the ways Crunchyroll capitalized developments in digital streaming video
and reconfigured the anime industry, both terms of anime distribution within the United States
and anime production in Japan. Crunchyroll is a fascinating nexus between anime production,
distribution, and consumption, and its history illuminates how digital piracy rapidly alters media
To analyze the role unpaid digital labour played in the rise of Crunchyroll, we must first
determine what labour is itself (2.1). We will then look at the role of the audience commodity
(2.2), and how it is shaping the debates of digital labour today (2.3).
Within this paper, I use the Marxian definition of labour, as differentiated from the term
‘work’. This distinction arises from Karl Marx’s “anthropological characterization of work.” 6 But
in German, there is one word for work and labour: arbeit. This linguistic peculiarity leads to
what can be a confusing discussion of labour within Marx’s writing, depending on translation.
5"Chernin Group Purchases Majority Stake in Crunchyroll,” Anime News Network, December 2, 2013,
http://www.animenewsnetwork.com/news/2013-12-02/chernin-group-purchases-majority-stake-in-
crunchyroll.
6Christian Fuchs and Sebastian Sevignani, "What Is Digital Labour? What Is Digital Work?
What’s Their Difference? And Why Do These Questions Matter for Understanding Social
Media?,” Triple C 11, no. 2 (2013): 239. Accessed December 19, 2015. http://
www.triple-c.at/index.php/tripleC/article/view/461/468.
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Friedrich Engels’ acknowledges this potential confusion, noting within Marx’s Capital Volume I
that, by contrast,
“The English language has the advantage of possessing two separate words for these two
different aspects of labour. Labour which creates use-values and is qualitatively
determined is called 'work' as opposed to 'labour'; labour which creates value and is only
measured quantitatively is called 'labour', as opposed to ‘work’.”7
Christian Fuchs and Sebastian Sevignani take Engels’ distinction and use these definitions of
“Labour is a necessarily alienated form of work, in which humans do not control and
own the means and results of production. It is a historic form of the organisation of work
in class societies. Work in contrast is a much more general concept common to all
societies. It is a process in which humans in social relations make use of technologies in
order to transform nature, culture and society in such a way that goods and services are
created that satisfy human needs.” 8
With this definition, we see how labour, particularly the digital labour of social media
sites, are separate from work itself. Whereas work “satisfies human needs,”9 the fruits of labour
under capitalism are appropriated from the workers, creating alienation. As Fuchs and Sevignani
summarize, “Marx makes clear which elements of alienation there are in capitalism: the worker
labour, c) the object of labour, d) the product of labour.”10 It is in the very act of alienation within
capitalistic production, Marx explains, that a worker’s “surplus labour … has now been posited
as capital.”11
With this definition of labour set, we must now turn what constitutes digital labour. And
for that, we must also consider the Dallas W. Smythe’s work on the audience commodity, whose
overstated. As a founder of the field in academia, Smythe “taught the first course in the field.” 12
His theory on how audiences are commodified has had a resurgence on popularity with the rise
of what scholars have termed “digital labour,”13 “immaterial labour”14 or, more recently,
What Smythe contributed was a radical new way of viewing audiences and their
“material reality under monopoly capitalism is that all non-sleeping time of most of the
population is work time. . . . Of the off-the-job work time, the larges single block is time
of the audiences which is sold to advertisers. . . . In ‘their’ time which is sold to
advertisers workers (a) perform essential marketing functions for the producers of
consumer’s goods, and (b) work at the production and reproduction of labour power.”16
He asserted that “because audience power is produced, sold, purchased and consumed, it
12 Vincent Mosco, The Political Economy of Communication, (Los Angeles: Sage Publications, 2009), 82.
13 Fuchs and Sevignani, “What is Digital Labour?,” 237.
14
Maurizio Lazzarato, “Immaterial Labour,” Generation Online, accessed December 27, 2015, http://
www.generation-online.org/c/fcimmateriallabour3.htm.
15 Mark Cote and Jennifer Pybus, “Learning to Immaterial Labour 2.0: Facebook and Social Networks,”
in Cognitive Capitalism, Education and Digital Labour, ed. Michael A. Peters and Ergin Bulut, (New
York: Peter Lang, 2011), 170.
16Dallas Smythe, “Communications: Blindspot of Western Marxism,” Canadian Journal of Political and
Social Theory 1 (1977): 3.
17
Dallas W. Smythe, “On the Audience Commodity and its Work,” in Media and Cultural Studies: Key
Works, ed. Meenakshi Gigi Durham and Douglas M. Kellner (Oxford: Blackwell, 2001), 256.
6
market . . . things to themselves.” 19 This dispels the notion of “leisure” or “free time,” as Smythe
notes that “people have always had to work - one way or another - when not at the job in order to
prepare themselves to work tomorrow,” 20 but now also “work to create demand for advertised
goods.”21
While Smythe uses the term “work” in a generalized sense, distinguishing it from wage
labour, he observes “alienation in the processes of work under capitalism.”22 Throughout his
workers create value and are sold as commodities to advertisers. Smythe’s work aligns well with
Fuchs and Sevignani’s exploration of digital labour as exploitative and alienating. While much
can be said about Dallas Smythe work on audience commodification, we will mainly analyze his
work in the context of its resurgence due to its applicability in the digital age.
As Christian Fuchs notes, “Dallas Smythe’s . . . analysis of the audience commodity has
gained new relevance today in the digital labour debate.” 23 The labour of audiences Smythe
wrote about created “surplus labour, i.e. labour that goes beyond the time necessary for satisfying
basic human needs,”24 quite applicable to the audiences of the internet and other digital
technologies. Whereas Smythe interrogated how radio and television industries commodify and
exploit their audiences, contemporary scholars analyze how “contemporary corporate Internet
platforms [are] based on the exploitation of users’ unpaid labour.”25 It is here we now turn to
Crunchyroll, and examine how the site directly exploited its users for profit.
To analyze Crunchyroll’s exploitation of digital labour, we must first understand the site’s
infrastructure, such as its history of monetization (3.1), investments (3.2), and content
management (3.3).
Crunchyroll currently profits from licensing and streaming anime series both classic and
contemporary. Similar to other streaming sites such as Hulu, ad revenue from commercials
playing between breaks in programs and visual ads on the site’s pages generate income for the
site. Crunchyroll also features a subscription program (see figure 1) for greater access to series
otherwise restricted, either unlocking entire select series or the most recent episodes of certain
anime series currently broadcasting in Japan. Crunchyroll’s profits from paid subscriptions were
estimated at US$2,780,000 month in late 2014,26 and the site has apps for a variety of digital
devices to support these paid subscriptions, from digital media players like Apple TV to game
Before Crunchyroll’s slow shift towards legal streaming beginning in early-2008, the site
restricted its higher-quality video to those who “donated” money to the site.27 Crunchyroll co-
25 Ibid, 237.
26"Crunchyroll Streaming Service Has 400,000 Paid Subscribers Listed,” Anime News Network,
November 23, 2014, http://www.animenewsnetwork.com/daily-briefs/2014-11-23/crunchyroll-streaming-
service-has-400000-paid-subscribers-listed.
27 "Video Site.”
8
700000
700,000
525000
400,000
350000
175000 200,000
100,000
70,000
0
2011 2012 2013 2014 2015
Sources: http://www.animenewsnetwork.com/daily-briefs/2014-11-23/crunchyroll-streaming-
service-has-400000-paid-subscribers-listed.
http://www.animenewsnetwork.com/news/2015-10-22/crunchyroll-sumitomo-announce-
partnership-to-create-company-to-co-produce-anime/.
founder Vu Nguyen asserted that these donations, along with external advertisements on the site,
only funded site infrastructure such as servers and bandwidth, and never went towards the
Crunchyroll staff, a dubious claim.28 Rewards aside from access to high quality video without
ads also include badges to prove one’s supports the site,29 one of the many incentives
28Zac Bertschy, "Interview: Crunchyroll's Vu Nguyen,” Anime News Network, March 25, 2008, http://
www.animenewsnetwork.com/interview/2008-03-25/vu-nguyen. In this interview, the figure of $6USD is
mentioned, though goes unspecified for the amount of access to Crunchyroll’s HD videos. It’s likely this
amount was for a one month’s “donation”.
29“Crunchy Supporter,” Crunchyroll, last accessed December 21, 2015, https://web.archive.org/web/
20070504051824/http://www.crunchyroll.com/donate.
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3.2 Investments
Crunchyroll’s first investment was from the investment firm Venrock in late 2007,
allowing Crunchyroll’s founders to better cover bandwidth and maintenance costs, while also
expanding the site’s staff.30 From there Crunchyroll has continuously received funding from
various investment firms and media companies to a total of at least US$30 Million (see figure 2),
further pushing Crunchyroll’s dominance into the anime streaming market, a gain previously
Source: http://www.animenewsnetwork.com/news/2015-11-22/otter-media-invests-usd22-million-
in-crunchyroll-parent-company-ellation.
The site’s history with copyright before and within its transition towards legality is worth
noting.31 On November 6, 2006, a few months after the site had launched, 32 new links appear at
the bottom of the main site page: one for “downloads” and one for “uploads.” 33 These pages
30
Zac Bertschy, "Vu Nguyen - Page 3,” Anime News Network, March 26, 2008, http://
www.animenewsnetwork.com/interview/2008-03-25/vu-nguyen/3.
31Specific details about the state of the Crunchyroll site derive from archival research of the site through
the Internet Archive Wayback Machine at archive.org.
32archive.org’s first archive of the site is from July 19, 2006. https://web.archive.org/web/
20060719040427/http://www.crunchyroll.com/
33 https://web.archive.org/web/20061106084825/http://www.crunchyroll.com/
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overtly encouraged users to upload content to the site, giving detailed information on how to
upload, format, and title videos for Crunchyroll. While the upload page instructed users not to
upload materials that are “licensed or copyrighted,” 34 Japanese copyright is largely honoured
around the world, making uploaded anime to Crunchyroll illegal whether it has been licensed in
the United States or not. It is to this illegal content that we will now turn.
While Crunchyroll’s wikipedia entry downplays the essential role bootlegs played in
Machine illustrates how prevalent anime piracy was on the site. Pirated copies of media formed
the vast majority of content Crunchyroll hosted. Throughout researching the site’s archives, the
author was unable to find any non-pirated materials uploaded to the site. Unlike YouTube, a site
that capitalized on user-uploaded content legal and illegal alike, Crunchyroll’s focus from the
beginning was illegally uploaded anime and other Japanese media related content.36 And much
like YouTube, the site shifted to legality and larger profitability once it received large
investments.
Crunchyroll was similar to YouTube in another way, in that its “DMCA polity [was]
Crunchyroll attempted to shield itself from copyright litigation by claiming it was a “third-party
34
“How do I Upload?,” Crunchyroll, November 6, 2006, accessed December 15, 2015, http://
www.crunchyroll.com/popup_upload
35 “Crunchyroll," Wikipedia, last modified December 14, 2015, https://en.wikipedia.org/wiki/Crunchyroll.
36The closest this author could find to user-generated content were anime music videos, known as AMVs.
These videos combine anime clips and music tracks to create a remixed music video. While these works
are arguable fair use, it is yet another example of Crunchyroll, like Youtube, profiting from user-generated
content.
37
Zac Bertschy, "Vu Nguyen - Page 2,” Anime News Network, March 25, 2008, http://
www.animenewsnetwork.com/interview/2008-03-25/vu-nguyen/2.
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‘online service provider’ under America’s Digital Millennium Copyright Act,”38 protecting the
company and blaming users for uploaded illegal content. This policy first appeared on January 1,
2007,39 and while Crunchyroll would comply with copyright notifications by licensors, American
anime distribution companies like FUNimation and Bandai Entertainment were required to
tediously request Crunchyroll remove videos in writing. By the time Crunchyroll would remove
select pirated materials, even more pirated materials would be uploaded to the site, with few to
With this site history as a illustrative background, we can now turn to Crunchyroll’s use
of digital labour. To analyze how Crunchyroll profited from unpaid digital labour, the chain of
user labour (4.1), fansub communities (4.2), and animators (4.3) will be analyzed. A case study
of the Gonzo animation studio (4.4) helps illustrate how digital piracy affected this company and
As discussed by Fuchs and Sevignani, “Digital labour is alienated from itself, the
instruments and objects of labour and the products of labour.” 40 This labour is often obscured by
Internet corporations, as “exploitation does not tend to feel like exploitation because digital
labour is play labour that hides the reality of exploitation behind the fun” 41 of the site’s
communication. Through digital media sites users upload content such as blogs, videos,
photography, or share, link, and circulate media. The majority of these activities are on for-profit
websites, meaning that “most web usage is digital labour that cerated commodities and profit that
is owner by private companies. The Internet is largely dominated by the exploitation of digital
labour.”42
Crunchyroll is no exception. While the site’s current form capitalizes on the unpaid
digital labour of anime fans, encouraging anime fans to share their favourite anime on social
media and thus promote Crunchyroll’s own streaming service, Crunchyroll’s previous
incarnation from 2006 to around 2009 exploited the labour of every aspect of the anime industry,
Crunchyroll’s exploitation of site users was essential to its profitability, as were the users
themselves, who uploaded and compiled digital videos on the site. This amounted to tens of
thousands of videos, ranging from anime tv series, to films, to music videos, to game trailers, and
more. Anime were either translated by fans, or digital copies of professionally translated and/or
Just as Smythe described, these user audiences “work[ed] to market . . . things to themselves.” 43
Users uploaded all the content for the site, with both uploaders and translators going unpaid.
Crunchyroll offered the allure of free anime paid with the price of communities of digital
labour and “donations” to the site. To watch videos, users were required to register with the site,
with HD content behind a paywall. Such registration encouraged users to participate on the site
itself aside from watching videos, such as commenting on videos or in forums, further fuelling
42 Ibid., 266.
43 Smythe, Dependency Road, 4.
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activity on and attraction to the site. The site also monitored user activity, awarding “CR points”
based on the amount of participation the user contributed to the site (amount of videos watched,
comments made, etc.). This forced registration and incentives like points and badges helped
build the Crunchyroll community as an alluring site with free anime and an active user
Nguyen called this growth “organic” (i.e. without any online advertising), boasting the site had
as users did not register because they wanted to, but rather, they had to in order to access the site
at all.
Structuring such a “passionate community” no doubt greatly fuelled the forums as well,
often used by the administration to brainstorm new ideas for the site and collect feedback.
monitor the quality of uploads and assist in administration of the site. Specific site developments
also incubated within forums. For instance, a poll dated from February 22, 2008 noted the site
admin45 asking its users whether they would like manga (Japanese comics) on Crunchyroll.46 The
response was overwhelmingly positive, and the staff eventually made this a reality, opening its
own digital manga distribution service bundled into its paid subscription program in October
44Mikhail Koulikov, "Anime Expo 2008 - Keynote Address: Vu Nguyen, Crunchyroll,” Anime News
Network, last modified August 15, 2011, http://www.animenewsnetwork.com/convention/2008/anime-
expo/keynote-address-vu-nguyen-crunchyroll.
45
Before receiving funding from large investment firms, the co-founders of Crunchyroll, Kun Gao and Vu
Nguyen, were anonymous, with Gao working on the site as an administrator known only as “shinji”.
46"Crunchyroll - Forum - Do You Guys Want Manga on Crunchyroll?,” Crunchyroll, February 22, 2008,
accessed December 23, 2015, https://web.archive.org/web/20080306141649/http://www.crunchyroll.com/
forumtopic-106327/Do-you-guys-want-manga-on-crunchyroll.html?.
14
2013. Crunchyroll’s site design encouraged users to become producers as well as consumers,
reflecting the “conflation of production and consumption”47 in the rise of digital labour.
Such “prosumer” structuration also emerged from fansubbing, the practice of anime fans
outside of Japan who “digitize, translate, add subtitles to, and make available online
unauthorized copies of TV series and films.”48 These copies, referred to as fansubs, are produced
by anime fans for anime fans, and are distributed for free, most often taking the form of digital
files and torrents. While free distribution is part of the “code of honour” many fansub
communities follow, and many fansubbers “halt all work on a title once it has been licensed in
the US,”49 such a code of ethics is ultimately grounded in market principles, as “fansubbers tend
of view their actions as contributing to an increase in anime fans,” and “would like to see a
The irony of course is that fansubbing often deters instead of enabling U.S. anime
licensing. The fansub “code of ethics” largely rests on cognitive dissonance propelled by both a
simplistic grasp of copyright law and purposeful ignorance of what it entails. While fansubbers
often claim that their fan translations help make anime more popular in the United States, and
therefore help grow the anime market, “fansubs routinely remain available long after the
commercial release and are often sold by third party bootleggers who are not affiliated with the
original fansubbers.” 51 Crunchyroll is a key example of this, as the site derived value from the
free labour of the fans translating the videos, as well as the labour of site users and the original
animators themselves. These files formed the backbone of what users uploaded to Crunchyroll,
with subtitling and translation work going unpaid, capitalizing on the fansub communities’
4.3 Animators
While Crunchyroll exploited both its users and anime fansubbers, they also exploited the
work of the Japanese animators themselves, and tremendously impacted their production. To
understand the implications of digital piracy for the creators, we must first understand how the
anime industries are primarily supported by freelance labour. Animators in Japan are paid by the
amount of work completed, not an hourly wage, resulting in the majority of animators paid well
under the Japanese minimum wage of 888 yen (US $7.45).52 As one American animator working
in Japan put it, “It’s an ‘illegally harsh’ industry. They don’t pay you even remotely minimum
wage, they overwork you to the point where people are vomiting at work and having to go to the
hospital for medicine.”53 Many other animators working in Japan have openly admitted to the
harsh practices ingrained into anime production since its beginning in the early 1960s. The harsh
working conditions have even coined a phrase called “anime syndrome,” when animators must
be hospitalized for exhaustion as a result of the “unremitting late nights, irregular diets of junk
51 “Fansub.”
52Chris Nishijima, “Animation Veteran Claims That Industry Newcomers Only Make 120 Yen An
Hour,” Anime News Network, February 25, 2015, http://www.animenewsnetwork.com/interest/
2015-2-25/animation-veteran-claims-that-industry-newcomers-only-make-120-yen-an-hour/.
53Bamboo Dong, "American Animator in Japan Offers His Take on the Industry's Wages and
Work Environment,” Anime News Network, March 9, 2015, http://www.animenewsnetwork.com/interest/
2015-03-09/american-animator-in-japan-offers-his-take-on-the-industry-wages-and-work-environment/.
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food and cramped, repetitive labour.”54 These freelance workers often work 10 hour days, 6 days
a week, with no guaranteed employment and minimal benefits, and thus work in a precarious
environment.
It is this precarious labour of animators that is exacerbated even more by digital piracy of
anime series. Not only do top creators such as the director and writer (those with royalty rights)
receive a lesser gain in profits due to piracy, those without such benefits (such as the freelance
animators) suffer job precarity as studios scramble to break even. One particular anime studio
demonstrates the harm caused by the chain of unpaid digital labour facilitated by Crunchyroll.
While Crunchyroll received investment from Venrock and other investment firms, more
significant was the investment by GDH, the corporate parent of the Gonzo, an animation studio
in Japan. Not only did GDH invest around US$2 million in 2008,55 but the studio was the first to
offer their content for exclusive international streaming. The streaming of Gonzo’s series The
Tower of Druaga: The Aegis of Uruk and Blassreiter in April 2008 on Crunchyroll was the first
paving the way for the elision of time between Japanese and English releases of anime.
One might ask why Gonzo would support such a site that previously profited from their
media without recompense while also diverting consumers from legally buying the series on
DVD. The reason is because Gonzo was severely suffering financially at the time, and saw
digital streaming as one of the many options available to stave off bankruptcy.57 The studio
reduced its number of anime shows in production in 2009, reducing its creative staff from 130 to
30.58 While these efforts were unable to prevent the Tokyo Stock Exchange from de-listing
Gonzo on July 30, 2009,59 the company eventually bounced back, focusing their efforts in on
intellectual property management, particularly licensing their products for online streaming. 60
This turn represents the ultimate irony, as Gonzo’s financial troubles arose specifically
from rampant online piracy of their shows. In a 2007 interview, Arthur Smith, the president of
GDH International (the parent company of Gonzo), condemned fansubs, asserting that “illegal
file sharing and postings on streaming sites like YouTube are destroying our industry.”61 When
pressed about how much GDH/Gonzo was affected by fansubbing and illegal downloaded, his
answer was “significantly.”62 In an subsequent open letter to the American anime industry, Smith
emphasizes that he’s “not exaggerating,” 63 and indeed, the Japanese government had just filed a
57"Gonzo's Earnings Rise, But So Do Losses in Annual Results,” Anime News Network, last modified
June 3, 2009, http://www.animenewsnetwork.com/news/2009-06-03/gonzo-earnings-rise-but-so-do-
losses-in-annual-results.
58 "Gonzo to Restructure, Reduce Staff Count from 130 to 30 (Update 3),” Anime News Network,
February 12, 2009, http://www.animenewsnetwork.com/news/2009-02-12/gonzo-to-restructure-reduce-
staff-count-from-130-to-30.
59"Tokyo Stock Exchange to Delist Gonzo on July 30,” Anime News Network, last modified June 29,
2009, http://www.animenewsnetwork.com/news/2009-06-29/tokyo-stock-exchange-to-delist-gonzo-on-
july-30.
60"Anime/Game Studio Gonzo Posts Higher Earnings, Profit,” Anime News Network, last modified
January 2, 2013, http://www.animenewsnetwork.com/news/2013-01-02/anime/game-studio-gonzo-posts-
higher-earnings-profit.
61
"Arthur Smith - President Of GDH International - Interview on Anime Piracy,” Activeanime.com, last
modified December 21, 2007, https://web.archive.org/web/20100829090335/http://
www.activeanime.com/html/content/view/2171/36.
62 Ibid.
63 ArthurSmith, "Open Letter from GDH International's Arthur Smith,” Anime News Network, December
13, 2007, http://www.animenewsnetwork.com/industry-comments/arthur-smith-open-letter-on-
fansubbing.
18
formal request to the Unites States government only a few months prior asking for help in
preventing anime piracy.64 As Chris Anderson notes, piracy is a special class of theft in that the
creators don’t “suffer a loss, but rather a lesser gain.”65 What is also necessary to understand is
that anime studios in Japan make the majority of their profits from DVD/Blu-ray sales and
merchandising rather than through broadcast advertising, a practice hurt even more through
digital piracy.66 Through the piracy facilitated by sites like Crunchyroll, the creative labour goes
unpaid, and labourers working in precarity suffer as a result. Gonzo’s capitulation to Crunchyroll
represents a grand irony: pushed into financial troubles by online piracy and the financial crisis
of 2007-8 dragging down the economy, Gonzo turned to online streaming to create revenue,
working with the very company that leeched from Gonzo’s profits in the first place.
The interactions between consumers/fans and the culture industry change remarkably
with the advent of digital technologies, from augmenting production and distribution processes
Nicholas Garnham notes, “because there is no inherent scarcity, . . . there is a great resistance to
paying for cultural commodities.” 67 In many ways, digital technologies make it is easier for a fan
64 "Japan Asks America to Stop Illegal Net Releases of Anime,” Anime News Network, last modified
October 23, 2007, http://www.animenewsnetwork.com/news/2007-10-23/japan-asks-america-to-stop-
illegal-net-releases-of-anime.
65Chris Anderson, Free: How Today's Smartest Businesses Profit by Giving Something for Nothing (New
York: Random House, 2009), 71.
66Justin Sevakis, ”The Anime Economy - Part 2: Shiny Discs,” Anime News Network, March 7, 2012,
http://www.animenewsnetwork.com/feature/2012-03-07.
67Nicholas Garnham, “The Political Economy of Communication Revisited,” in The Handbook of
Political Economy of Communications, ed. Janet Wasko et al, (Oxford: Wiley-Blackford, 2011), 50.
19
to consume cultural goods such as television shows and films illegally with less effort than
Garnham’s point underlines the ironic twist within Crunchyroll’s growth. In announcing
Crunchyroll’s shift towards legality, co-founder Vu Nguyen asserted that their “model has been
user-uploaded content and [that they] realized that the model is broken,”68 asserting that in order
to transition to a proper revenue model, Crunchyroll will “need help and assistance form the
industry to make this happen.”69 Under normal circumstances, no anime industry representative
would want to collude with those who drained their bottom line. But for companies in dire straits
like Gonzo, who found themselves at the mercy of online piracy and desperate for revenue,
Crunchyroll’s growth also significantly changed the fansub community. As the site shifted
towards legitimacy and legally licensing anime for streaming, Crunchyroll dramatically reduced
consumption of fansubs, as Crunchyroll had a guaranteed quality in both video and translation in
one easy website destination. Fansubs, by contrast, required work to search and download, and
did not guarantee a quality effort in video or translation. Justin Sevakis notes these changes to
the fansub community, remarking that Crunchyroll sucked the life out of the fansub community
“The changes in the fansub scene over the last five years have been, frankly,
transformative. It used to be that any fan who wanted to keep up with the current shows
on Japanese TV were utterly dependent on fansubs, but thanks to legitimate streaming,
most fans don't even bother with torrents anymore. Pirate traffic is way, way down. It
used to be that a popular fansubbed series would see download numbers well into the
hundreds of thousands per episode, but now most fansubs are lucky to limp across the
10,000 mark. Most of those downloaders, I'm guessing, are living in countries where
legal streams aren't yet available. More than that, the fansub scene as a whole has largely
fallen apart. Many of the best fansub editors and translators have "gone pro" and now
assist with the simulcast subtitles that you see on sites like Crunchyroll.” 70
As Crunchyroll grew, the site staff poached the best of the fansub community, diminishing anime
piracy, but only because Crunchyroll extensively benefitted from such piracy before it shifted
5. Conclusion
Vu Nguyen asserted that “people want [streaming anime] and [that] there is definitely a
demand.”71 He is right in that fans want streaming anime, a desire largely facilitated by digital
technologies and sites like Crunchyroll itself. Digital technologies such as digital video and
streaming services are unsettling previous channels of power and control over cultural goods, as
digitization allows for massive replication and distribution with minimal effort. While consumers
are interacting with content in new, unregulated ways, and the industries have had to change and
adapt to consumer’s desires, mass media marketing shapes these desires through what the
Frankfurt School terms “false consciousness” and what Smythe identifies as mass media
Digital streaming has also shifted market relations between the United States and Japan, a
shift largely propelled by Crunchyroll itself. Anime distribution companies in America now
juggle between licensing a show for Blu-Ray/DVD and digital streaming, reconfiguring when
and what content to distribute over a given period of time. This shift has influenced how
audiences consume anime as well. Whereas previously anime fans usually purchased a series of
70Justin Sevakis, "Answerman - The Changing Tides,” Anime News Network, April 3, 2015,
http://www.animenewsnetwork.com/answerman/2015-04-03.
71 "Keynote Address: Vu Nguyen.”
21
DVD and watched a series in its entirety in a brief period of time, many anime fans now watch
episodes each week soon after they air in Japan. The streaming revolution, pushed by
Crunchyroll with its reliance on unpaid digital labour, shifted the industry further into what Marx
called “the annihilation of space by time,”72 with digital technology accelerating anime
Crunchyroll paved the way for anime streaming, but largely because it got its head start
by exploiting digital labour and copyrighted content. The site’s founders built their success from
the grand pool of unpaid labourers contributing to the site, from the original animators, to the fan
translators, to the users uploading the translated content to Crunchyroll. They capitalized on “not
just audience labour, but prosumer labour”73 enticing anime fans who wanted to watch anime to
contribute to building their site while alimentative them from their surplus labour. From that
strong user base, Crunchyroll’s financial success in paid subscriptions and investments (see
figures 1 & 2) has grown exponentially. With Crunchyroll’s recent partnership with Sumitomo
and investments from Otter Media, the site is moving towards anime production and continues to
dominate the anime market in America and abroad. What began as an illegal anime content
provider turned into a legitimate streaming service, becoming the biggest legal anime streaming
provider, while other companies such as FUNimation and VIZ Media ––with long histories of
One of Crunchyroll’s earliest website taglines in 2006 was “anime for the masses!” Yes,
anime for the masses, at the expense of the masses. As “life has become a factory,”74 such
participatory culture and democracy,”75 a shallow claim at best and outright deception at worst.
What lies ahead in digital media technologies is uncertain, but what’s needed is actual
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