Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
Pretty Cure
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Reception== The combination of transmedia text products, including anime series, films, live performances, theme stores, and toys, has been analyzed as a "system of consumption, knowledge and action [that] creates a lifestyle-text, a set of fictional media works that are synonymous with the lifestyle practices they promote."<ref>{{cite journal|title=Becoming Purikyua: Building the lifestyle-text in Japanese girls' franchises|journal=Contemporary Japan |date=2019 |volume=31 |issue=1|pages = 61–78|doi = 10.1080/18692729.2018.1558023|last1 = Benson|first1 = Anya C.|s2cid=158476337 }}</ref> The [[List of Pretty Cure films|''Pretty Cure'' films]] are the seventh [[List of highest-grossing anime films|highest-grossing anime film franchise]].<ref name="someanithing">{{cite web |title=Box Office Gross, TV Anime Adaptations |url=http://www.someanithing.com/268 |archive-url=https://web.archive.org/web/20181023181525/http://www.someanithing.com/268 |url-status=dead |archive-date=October 23, 2018 |website=Someanithing |access-date=June 19, 2018}}</ref> [[Bandai Namco]]'s [[net income]] from ''Pretty Cure'' video game sales was {{JPY|{{#expr:(11.3-10.5)+(12.8-11.9)+(13.6-12.5)+(11.5-10.7)}} billion}} ({{US$|{{To USD|3600|JPN|year=2012}} million|long=no}}) from April 2008 to March 2012, {{JPY|{{#expr:11.6-10.6}} billion}} ({{US$|{{To USD|1000|JPN|year=2012|round=yes}} million|long=no}}) from April 2012 to March 2013, {{JPY|{{#expr:10500-9800}} million}} ({{US$|{{To USD|700|JPN|year=2013}} million|long=no}}) from April 2013 to March 2014,<ref name="bandai">{{cite web |title=Financial Statements |url=https://www.bandainamco.co.jp/en/ir/library/result.html |website=IR Library |publisher=[[Bandai Namco Holdings]] |access-date=September 13, 2018 |language=ja}}</ref> and {{JPY|{{#expr:(6900-6500)+(6700-6600)+(10300-10100)+(8400-8300)}} million}} ({{US$|7.8 million|long=no}}) from April 2014 to December 2020,<ref name="bandai"/><ref>{{cite web |title=Historical currency converter with official exchange rates (800 JPY to USD) |url=https://fxtop.com/en/historical-currency-converter.php?A=800&C1=JPY&C2=USD&DD=31&MM=12&YYYY=2020 |website=fxtop.com |access-date=13 February 2021}}</ref> adding up to {{JPY|6.1 billion|long=no}} ({{US$|73.1 million|long=no}}) net sales revenue for Bandai Namco. ===Merchandise=== ''Pretty Cure'' has had numerous licensed merchandise sold in Japan. By 2010, it became Japan's fifth highest-grossing franchise annually.<ref name="METI">{{cite book |title=コンテンツ2次利用市場(ライセンス市場)に係る 競争環境及び海外市場動向実態調査 |date=2011 |publisher=[[Ministry of Economy, Trade and Industry]] |pages=22–23 |url=http://www.kanto.meti.go.jp/kankobutu/data/contents_kaigaishijyo_chousa.pdf#page=24 |language=ja |access-date=2018-09-08 |archive-date=2015-04-13 |archive-url=https://web.archive.org/web/20150413021105/http://www.kanto.meti.go.jp/kankobutu/data/contents_kaigaishijyo_chousa.pdf#page=24 |url-status=dead }}</ref> {| class="wikitable sortable" style="text-align:center" |+ ''Pretty Cure'' licensed merchandise sales in Japan ! Year ! Japan licensed merchandise sales ! Note ! {{Abbr|Ref|Reference(s)}} |- | 2004 | <!-- {{JPY|26.76 billion|link=yes}} --> {{Unknown}} | | <!-- <ref name="charabiz">{{cite news |title=在日本,地位最高的动漫是哆啦a梦么? |url=http://www.taojinjubao.com/zhihu/267465.html |website=Taojinjubao |publisher=Character Databank (CharaBiz) |date=2018-01-06 |access-date=2018-09-14 |archive-url=https://web.archive.org/web/20180909185415/http://www.taojinjubao.com/zhihu/267465.html |archive-date=2018-09-09 |url-status=dead }}</ref> --> |- | 2005 | {{¥|{{#expr:1610*(3.52/100) round 1}} billion}} | | <ref>{{cite web |title=日本のアニメ・マンガを取り巻く状況 |url=https://www.mlit.go.jp/kokudokeikaku/souhatu/h18seika/01anime/01_sousei_09honpen3.pdf#page=15 |website=[[Ministry of Land, Infrastructure, Transport and Tourism]] (MLIT) |pages=25–6 |date=6 March 2007 |language=ja |access-date=27 January 2021}}</ref> |- | 2006 | {{JPY|{{#expr:(12.3-10.6)+4.3}} billion}} <!-- {{JPY|34.4 billion}} --> | [[Bandai]] toys only | <ref name="bandai"/> <!-- <ref name="charabiz"/> --> |- | 2007 | {{¥|{{#expr:1600*(2.78/100) round 2}} billion}} | | <ref>{{cite news |title=キャラクターが日本を救う |trans-title=Characters Save Japan |url=https://research.nttcoms.com/database/data/000938/ |access-date=26 January 2021 |work=[[:ja:NTTコム オンライン・マーケティング・ソリューション|NTTCom Online Marketing Solutions]] |publisher=[[NTT Communications]] |date=26 January 2009 |language=ja}}</ref> |- | 2008 | {{¥|{{#expr:1540.6*(3.24/100) round 2}} billion}} | | <ref name="charabiz2008">{{cite news |title=Japan's Character Products Market in 2008 |url=http://www.licensing.org/wordpress/wp-content/uploads/2013/12/japan-character-product.doc |access-date=September 7, 2018 |publisher=Character Databank (CharaBiz) |website=Licensing Industry Merchandiser's Association |year=2010 |archive-date=September 8, 2018 |archive-url=https://web.archive.org/web/20180908094344/http://www.licensing.org/wordpress/wp-content/uploads/2013/12/japan-character-product.doc |url-status=dead }}</ref> |- | 2009 | {{¥|{{#expr:1577*(3.96/100) round 2}} billion}} | | <ref>{{cite news |title=09年国内キャラ市場1兆5770億円 CharaBiz DATA調 – アニメ!アニメ!ビズ |url=http://www.animeanime.biz/archives/4002 |work=AnimeAnime.biz |date=May 29, 2010 |language=ja}}</ref> |- | 2010 | {{JPY|{{#expr:1617*(4.74/100) round 2}} billion}} | | <ref name="METI"/> |- | 2011 | {{JPY|{{#expr:(12.5-9.6)+7.4}} billion}} <!-- {{JPY|63.12 billion}} --> | [[Bandai Namco Holdings|Bandai Namco]] toys only | <ref name="bandai"/> <!-- <ref name="charabiz"/> --> |- | 2012 | {{JPY|{{#expr:1534*(4.14/100) round 2}} billion}} | | <ref>{{cite journal |title=慶應義塾大学学術情報リポジトリ(KOARA) |journal=KeiO Associated Repository of Academic Resources |date=2015 |pages=8–9 |publisher=[[Keio University]] |url=http://koara.lib.keio.ac.jp/xoonips/modules/xoonips/detail.php?koara_id=KO40003001-00002015-3073 |language=ja}}</ref> |- | 2013 | {{JPY|{{#expr:1570*(3.93/100) round 2}} billion}} | | <ref>{{cite book |title=CharaBiz DATA 2014(13) |year=2014 |publisher=Character Databank, Ltd. |url=https://www.charabiz.com/book_detail.php?tab=news&article_id=6568 |language=ja}}</ref> |- ! 2005–2013 ! {{JPY|431.86 billion}}+ ({{US$|{{#expr:({{To USD|370160|JPN|year=2012}}+{{To USD|61700|JPN|year=2013}})/1000 round 3}} billion|long=no}}+) ! ! |- | 2014 | {{JPY|{{#expr:1690*(2.69/100) round 2}} billion}} | | <ref>{{cite book |title=CharaBiz DATA 2015⑭ |year=2015 |publisher=Character Databank, Ltd. |url=https://www.charabiz.com/book_detail.php?tab=news&article_id=9073 |language=ja}}</ref> |- | 2015 | {{JPY|{{#expr:1630*(2.8/100)}} billion}} | | <ref>{{cite book |title=CharaBiz DATA 2016⑮ |year=2016 |publisher=Character Databank, Ltd. |url=https://www.charabiz.com/book_detail.php?tab=news&article_id=7423 |language=ja}}</ref> |- | 2016 | {{JPY|{{#expr:1600*(3.11/100)}} billion}} | | <ref>{{cite book |title=CharaBiz DATA 2017(16) |year=2017 |publisher=Character Databank, Ltd. |url=https://www.charabiz.com/seminar_detail.php?tab=mem&article_id=9358 |language=ja}}</ref> |- | 2017 | {{JPY|{{#expr:1560*(3.08/100) round 2}} billion}} | | <ref>{{cite book |title=CharaBiz DATA 2018⑰ |year=2018 |publisher=Character Databank, Ltd. |url=https://www.charabiz.com/book_detail.php?tab=news&article_id=9419 |language=ja}}</ref> |- | 2018 | {{JPY|{{#expr:1533*(3.30/100) round 2}} billion}} | | <ref>{{cite book |title=CharaBiz DATA 2019(18) |date=May 2019 |publisher=Character Databank |url=https://www.charabiz.com/book_detail.php?tab=news&article_id=10493 |language=ja}}</ref><ref name="cna">{{cite news |title=Content Tokyo 2020 》Vtuber、疫情中重塑品牌、以AI創作,日本內容產業熱議的3件事 |trans-title=Content Tokyo 2020 》Vtuber, Rebranding During the Epidemic, Creating With AI, 3 Things That Are Hotly Discussed in the Japanese Content Industry |url=https://www.cna.com.tw/culture/article/20201230w002 |access-date=3 February 2021 |work=[[Central News Agency (Taiwan)]] |date=30 December 2020 |language=zh}}</ref> |- | 2019 | {{JPY|{{#expr:1550*(2.74/100) round 2}} billion}} | | <ref>{{cite book |title=CharaBiz DATA 2020(19) |date=May 2020 |publisher=Character Databank |url=https://www.charabiz.com/book_detail.php?tab=news&article_id=11267 |language=ja}}</ref><ref name="cna"/> |- | 2020 | {{JPY|{{#expr:(8.3-5.8)+4.4}} billion}} | Bandai Namco toys only | <ref name="bandai"/> |- ! 2014–2020 ! {{JPY|288.87 billion}}+ ({{US$|2.802 billion|long=no}}+) ! ! <ref>{{cite web |title=Historical currency converter with official exchange rates (288,870 JPY to USD) |url=https://fxtop.com/en/historical-currency-converter.php?A=288870&C1=JPY&C2=USD&DD=31&MM=12&YYYY=2020 |website=fxtop.com |access-date=13 February 2021}}</ref> |- | | | | |- ! 2005–2020 ! {{JPY|720.73 billion}}+ ({{US$|8.074 billion|long=no}}+) ! ! |}
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)