Anime and Manga Lost US$68 Billion in 2025 Because of Online Piracy

近年來,日本動漫和漫畫的全球人氣飆ㄅㄧㄠ升ㄕㄥ,擄ㄌㄨˇ獲ㄏㄨㄛˋ了ㄌㄜ˙全球觀眾。

The global popularity of Japanese anime and manga has soared in recent years, captivating audiences worldwide.

然ㄖㄢˊ而ㄦˊ,這ㄓㄜˋ項ㄒㄧㄤˋ巨ㄐㄩˋ大ㄉㄚˋ的ㄉㄜ˙成ㄔㄥˊ功ㄍㄨㄥ伴ㄅㄢˋ隨ㄙㄨㄟˊ著ㄓㄜ˙一ㄧ個ㄍㄜ˙顯ㄒㄧㄢˇ著ㄓㄨˋ且ㄑㄧㄝˇ日ㄖˋ益ㄧˋ嚴ㄧㄢˊ峻ㄐㄩㄣˋ的ㄉㄜ˙挑ㄊㄧㄠˇ戰ㄓㄢˋ:線ㄒㄧㄢˋ上ㄕㄤˋ盜ㄉㄠˋ版ㄅㄢˇ。

However, this immense success has been accompanied by a significant and growing challenge: online piracy.

根ㄍㄣ據ㄐㄩˋ日ㄖˋ本ㄅㄣˇ經ㄐㄧㄥ濟ㄐㄧˋ產ㄔㄢˇ業ㄧㄝˋ省ㄕㄥˇ(METI),也ㄧㄝˇ稱ㄔㄥ為ㄨㄟˊ「Nippon」所ㄙㄨㄛˇ進ㄐㄧㄣˋ行ㄒㄧㄥˊ的ㄉㄜ˙最ㄗㄨㄟˋ新ㄒㄧㄣ調ㄉㄧㄠˋ查ㄔㄚˊ顯ㄒㄧㄢˇ示ㄕˋ了ㄌㄜ˙一ㄧ個ㄍㄜ˙驚ㄐㄧㄥ人ㄖㄣˊ的ㄉㄜ˙估ㄍㄨ計ㄐㄧˋ。

A recent survey conducted by Japan's Ministry of Economy, Trade and Industry (METI), also known as "Nippon," has revealed a staggering estimate.

日ㄖˋ本ㄅㄣˇ的ㄉㄜ˙內ㄋㄟˋ容ㄖㄨㄥˊ產ㄔㄢˇ業ㄧㄝˋ,包ㄅㄠ括ㄎㄨㄛˋ動ㄉㄨㄥˋ漫ㄇㄢˋ和ㄏㄢˋ漫ㄇㄢˋ畫ㄏㄨㄚˋ,預ㄩˋ計ㄐㄧˋ在ㄗㄞˋ2025年ㄋㄧㄢˊ因ㄧㄣ線ㄒㄧㄢˋ上ㄕㄤˋ盜ㄉㄠˋ版ㄅㄢˇ和ㄏㄢˋ仿ㄈㄤˇ冒ㄇㄠˋ商ㄕㄤ品ㄆㄧㄣˇ而ㄦˊ損ㄙㄨㄣˇ失ㄕ約ㄩㄝ680億ㄧˋ美ㄇㄟˇ元ㄩㄢˊ(10.4兆ㄓㄠˋ日ㄖˋ圓ㄩㄢˊ)。

The Japanese content industry, which encompasses both anime and manga, is projected to lose approximately US$68 billion (10.4 trillion yen) in 2025 due to online piracy and counterfeit goods.

這ㄓㄜˋ個ㄍㄜ˙數ㄕㄨˋ字ㄗˋ表ㄅㄧㄠˇ示ㄕˋ損ㄙㄨㄣˇ失ㄕ相ㄒㄧㄤ較ㄐㄧㄠˋ於ㄩˊ2022年ㄋㄧㄢˊ的ㄉㄜ˙上ㄕㄤˋ次ㄘˋ調ㄉㄧㄠˋ查ㄔㄚˊ有ㄧㄡˇ顯ㄒㄧㄢˇ著ㄓㄨˋ增ㄗㄥ加ㄐㄧㄚ。

This figure represents a dramatic increase in damages compared to the last survey in 2022.

這ㄓㄜˋ個ㄍㄜ˙問ㄨㄣˋ題ㄊㄧˊ不ㄅㄨˋ僅ㄐㄧㄣˇ損ㄙㄨㄣˇ害ㄏㄞˋ了ㄌㄜ˙創ㄔㄨㄤˋ作ㄗㄨㄛˋ者ㄓㄜˇ和ㄏㄢˋ合ㄏㄜˊ法ㄈㄚˇ企ㄑㄧˇ業ㄧㄝˋ,也ㄧㄝˇ威ㄨㄟ脅ㄒㄧㄝˊ到ㄉㄠˋ日ㄖˋ本ㄅㄣˇ的ㄉㄜ˙文ㄨㄣˊ化ㄏㄨㄚˋ輸ㄕㄨ出ㄔㄨ抱ㄅㄠˋ負ㄈㄨˋ。

This issue not only harms creators and legitimate businesses but also threatens Japan's cultural export ambitions.

METI報ㄅㄠˋ告ㄍㄠˋ詳ㄒㄧㄤˊ細ㄒㄧˋ列ㄌㄧㄝˋ出ㄔㄨ了ㄌㄜ˙這ㄓㄜˋ些ㄒㄧㄝ估ㄍㄨ計ㄐㄧˋ損ㄙㄨㄣˇ失ㄕ的ㄉㄜ˙細ㄒㄧˋ目ㄇㄨˋ。

The METI report provides a detailed breakdown of these estimated losses.

就ㄐㄧㄡˋ影ㄧㄥˇ音ㄧㄣ內ㄋㄟˋ容ㄖㄨㄥˊ而ㄦˊ言ㄧㄢˊ,主ㄓㄨˇ要ㄧㄠˋ是ㄕˋ動ㄉㄨㄥˋ漫ㄇㄢˋ,損ㄙㄨㄣˇ失ㄕ預ㄩˋ計ㄐㄧˋ將ㄐㄧㄤ達ㄉㄚˊ到ㄉㄠˋ151億ㄧˋ美ㄇㄟˇ元ㄩㄢˊ(2.3兆ㄓㄠˋ日ㄖˋ圓ㄩㄢˊ),較ㄐㄧㄠˋ2022年ㄋㄧㄢˊ的ㄉㄜ˙數ㄕㄨˋ字ㄗˋ增ㄗㄥ加ㄐㄧㄚ了ㄌㄜ˙150%。

For video content, primarily anime, the losses are anticipated to reach US$15.1 billion (2.3 trillion yen), marking a substantial 150% increase from 2022 figures.

以ㄧˇ漫ㄇㄢˋ畫ㄏㄨㄚˋ為ㄨㄟˊ主ㄓㄨˇ的ㄉㄜ˙出ㄔㄨ版ㄅㄢˇ業ㄧㄝˋ面ㄇㄧㄢˋ臨ㄌㄧㄣˊ更ㄍㄥˋ嚴ㄧㄢˊ峻ㄐㄩㄣˋ的ㄉㄜ˙損ㄙㄨㄣˇ失ㄕ,估ㄍㄨ計ㄐㄧˋ達ㄉㄚˊ170億ㄧˋ美ㄇㄟˇ元ㄩㄢˊ(2.6兆ㄓㄠˋ日ㄖˋ圓ㄩㄢˊ),較ㄐㄧㄠˋ2022年ㄋㄧㄢˊ增ㄗㄥ加ㄐㄧㄚ了ㄌㄜ˙驚ㄐㄧㄥ人ㄖㄣˊ的ㄉㄜ˙200%。

The publishing sector, dominated by manga, faces even steeper losses, estimated at US$17 billion (2.6 trillion yen), a remarkable 200% increase over 2022.

此ㄘˇ外ㄨㄞˋ,這ㄓㄜˋ次ㄘˋ調ㄉㄧㄠˋ查ㄔㄚˊ首ㄕㄡˇ次ㄘˋ檢ㄐㄧㄢˇ查ㄔㄚˊ了ㄌㄜ˙盜ㄉㄠˋ版ㄅㄢˇ商ㄕㄤ品ㄆㄧㄣˇ的ㄉㄜ˙影ㄧㄥˇ響ㄒㄧㄤˇ,僅ㄐㄧㄣˇ此ㄘˇ一ㄧ項ㄒㄧㄤˋ就ㄐㄧㄡˋ預ㄩˋ計ㄐㄧˋ造ㄗㄠˋ成ㄔㄥˊ308億ㄧˋ美ㄇㄟˇ元ㄩㄢˊ(4.7兆ㄓㄠˋ日ㄖˋ圓ㄩㄢˊ)的ㄉㄜ˙損ㄙㄨㄣˇ失ㄕ。

Furthermore, the survey for the first time examined the impact of bootleg merchandise, which alone is projected to account for US$30.8 billion (4.7 trillion yen) in losses.

這ㄓㄜˋ些ㄒㄧㄝ數ㄕㄨˋ字ㄗˋ描ㄇㄧㄠˊ繪ㄏㄨㄟˋ了ㄌㄜ˙未ㄨㄟˋ經ㄐㄧㄥ授ㄕㄡˋ權ㄑㄩㄢˊ分ㄈㄣ銷ㄒㄧㄠ和ㄏㄢˋ銷ㄒㄧㄠ售ㄕㄡˋ所ㄙㄨㄛˇ造ㄗㄠˋ成ㄔㄥˊ的ㄉㄜ˙經ㄐㄧㄥ濟ㄐㄧˋ損ㄙㄨㄣˇ失ㄕ的ㄉㄜ˙嚴ㄧㄢˊ峻ㄐㄩㄣˋ情ㄑㄧㄥˊ況ㄎㄨㄤˋ。

These figures paint a grim picture of the economic toll taken by unauthorized distribution and sales.

數ㄕㄨˋ位ㄨㄟˋ盜ㄉㄠˋ版ㄅㄢˇ被ㄅㄟˋ毫ㄏㄠˊ無ㄨˊ疑ㄧˊ問ㄨㄣˋ地ㄉㄜ˙視ㄕˋ為ㄨㄟˊ一ㄧ個ㄍㄜ˙重ㄓㄨㄥˋ大ㄉㄚˋ威ㄨㄟ脅ㄒㄧㄝˊ,正ㄓㄥˋ積ㄐㄧ極ㄐㄧˊ阻ㄗㄨˇ礙ㄞˋ日ㄖˋ本ㄅㄣˇ到ㄉㄠˋ2033年ㄋㄧㄢˊ將ㄐㄧㄤ其ㄑㄧˊ內ㄋㄟˋ容ㄖㄨㄥˊ海ㄏㄞˇ外ㄨㄞˋ銷ㄒㄧㄠ售ㄕㄡˋ擴ㄎㄨㄛˋ大ㄉㄚˋ至ㄓˋ20兆ㄓㄠˋ日ㄖˋ圓ㄩㄢˊ的ㄉㄜ˙戰ㄓㄢˋ略ㄌㄩㄝˋ目ㄇㄨˋ標ㄅㄧㄠ。

Digital piracy is unequivocally perceived as a major threat that is actively hindering Japan's strategic goal to expand overseas sales of its content to 20 trillion yen by 2033.

諸ㄓㄨ如ㄖㄨˊHiAnime等ㄉㄥˇ非ㄈㄟ法ㄈㄚˇ平ㄆㄧㄥˊ臺ㄊㄞˊ的ㄉㄜ˙猖ㄔㄤ獗ㄐㄩㄝˊ擴ㄎㄨㄛˋ散ㄙㄢˋ,使ㄕˇ大ㄉㄚˋ量ㄌㄧㄤˋ收ㄕㄡ入ㄖㄨˋ從ㄘㄨㄥˊ官ㄍㄨㄢ方ㄈㄤ串ㄔㄨㄢˋ流ㄌㄧㄡˊ服ㄈㄨˊ務ㄨˋ、出ㄔㄨ版ㄅㄢˇ商ㄕㄤ以ㄧˇ及ㄐㄧˊ賦ㄈㄨˋ予ㄩˇ這ㄓㄜˋ些ㄒㄧㄝ故ㄍㄨˋ事ㄕˋ生ㄕㄥ命ㄇㄧㄥˋ的ㄉㄜ˙才ㄘㄞˊ華ㄏㄨㄚˊ創ㄔㄨㄤˋ作ㄗㄨㄛˋ者ㄓㄜˇ手ㄕㄡˇ中ㄓㄨㄥ流ㄌㄧㄡˊ失ㄕ。

The unchecked proliferation of illegal platforms, such as HiAnime, diverts significant revenue away from official streaming services, publishers, and the talented creators who bring these stories to life.

這ㄓㄜˋ些ㄒㄧㄝ平ㄆㄧㄥˊ臺ㄊㄞˊ往ㄨㄤˇ往ㄨㄤˇ提ㄊㄧˊ供ㄍㄨㄥ高ㄍㄠ品ㄆㄧㄣˇ質ㄓˊ的ㄉㄜ˙內ㄋㄟˋ容ㄖㄨㄥˊ卻ㄑㄩㄝˋ沒ㄇㄟˊ有ㄧㄡˇ適ㄕˋ當ㄉㄤˋ的ㄉㄜ˙授ㄕㄡˋ權ㄑㄩㄢˊ,因ㄧㄣ此ㄘˇ對ㄉㄨㄟˋ於ㄩˊ原ㄩㄢˊ本ㄅㄣˇ可ㄎㄜˇ能ㄋㄥˊ會ㄏㄨㄟˋ付ㄈㄨˋ費ㄈㄟˋ獲ㄏㄨㄛˋ取ㄑㄩˇ官ㄍㄨㄢ方ㄈㄤ訪ㄈㄤˇ問ㄨㄣˋ權ㄑㄩㄢˊ的ㄉㄜ˙消ㄒㄧㄠ費ㄈㄟˋ者ㄓㄜˇ具ㄐㄩˋ有ㄧㄡˇ吸ㄒㄧ引ㄧㄣˇ力ㄌㄧˋ。

These platforms often offer high-quality content without proper licensing, making them attractive to consumers who might otherwise pay for official access.

進ㄐㄧㄣˋ一ㄧ步ㄅㄨˋ的ㄉㄜ˙研ㄧㄢˊ究ㄐㄧㄡˋ和ㄏㄢˋ觀ㄍㄨㄢ察ㄔㄚˊ強ㄑㄧㄤˊ烈ㄌㄧㄝˋ證ㄓㄥˋ實ㄕˊ盜ㄉㄠˋ版ㄅㄢˇ對ㄉㄨㄟˋ經ㄐㄧㄥ濟ㄐㄧˋ的ㄉㄜ˙嚴ㄧㄢˊ重ㄓㄨㄥˋ影ㄧㄥˇ響ㄒㄧㄤˇ。

Further studies and observations strongly corroborate the severe economic impact of piracy.

反ㄈㄢˇ盜ㄉㄠˋ版ㄅㄢˇ團ㄊㄨㄢˊ體ㄊㄧˇABJ估ㄍㄨ計ㄐㄧˋ,日ㄖˋ本ㄅㄣˇ漫ㄇㄢˋ畫ㄏㄨㄚˋ及ㄐㄧˊ其ㄑㄧˊ他ㄊㄚ出ㄔㄨ版ㄅㄢˇ物ㄨˋ在ㄗㄞˋ全ㄑㄩㄢˊ球ㄑㄧㄡˊ遭ㄗㄠ非ㄈㄟ法ㄈㄚˇ線ㄒㄧㄢˋ上ㄕㄤˋ觀ㄍㄨㄢ看ㄎㄢˋ所ㄙㄨㄛˇ造ㄗㄠˋ成ㄔㄥˊ的ㄉㄜ˙年ㄋㄧㄢˊ度ㄉㄨˋ損ㄙㄨㄣˇ失ㄕ約ㄩㄝ為ㄨㄟˊ8.5兆ㄓㄠˋ日ㄖˋ圓ㄩㄢˊ(約ㄩㄝ550億ㄧˋ美ㄇㄟˇ元ㄩㄢˊ)。

The anti-piracy group ABJ estimated lost revenue from illegal online viewing of Japanese manga and other publications worldwide at around 8.5 trillion yen (approximately US$55 billion) annually.

這ㄓㄜˋ項ㄒㄧㄤˋ估ㄍㄨ計ㄐㄧˋ基ㄐㄧ於ㄩˊ對ㄉㄨㄟˋ913個ㄍㄜˋ網ㄨㄤˇ站ㄓㄢˋ和ㄏㄢˋ單ㄉㄢ月ㄩㄝˋ28億ㄧˋ次ㄘˋ訪ㄈㄤˇ問ㄨㄣˋ量ㄌㄧㄤˋ的ㄉㄜ˙廣ㄍㄨㄤˇ泛ㄈㄢˋ分ㄈㄣ析ㄒㄧ。

This estimate was based on an extensive analysis of 913 websites and 2.8 billion visits in a single month.

同ㄊㄨㄥˊ樣ㄧㄤˋ地ㄉㄜ˙,海ㄏㄞˇ外ㄨㄞˋ內ㄋㄟˋ容ㄖㄨㄥˊ分ㄈㄣ銷ㄒㄧㄠ協ㄒㄧㄝˊ會ㄏㄨㄟˋ(CODA)報ㄅㄠˋ告ㄍㄠˋ稱ㄔㄥ,僅ㄐㄧㄣˇ2021年ㄋㄧㄢˊ動ㄉㄨㄥˋ漫ㄇㄢˋ和ㄏㄢˋ漫ㄇㄢˋ畫ㄏㄨㄚˋ產ㄔㄢˇ業ㄧㄝˋ總ㄗㄨㄥˇ體ㄊㄧˇ損ㄙㄨㄣˇ失ㄕ在ㄗㄞˋ1.9兆ㄓㄠˋ至ㄓˋ2.2兆ㄓㄠˋ日ㄖˋ圓ㄩㄢˊ之ㄓ間ㄐㄧㄢ(142億ㄧˋ至ㄓˋ165億ㄧˋ美ㄇㄟˇ元ㄩㄢˊ),是ㄕˋ2019年ㄋㄧㄢˊ的ㄉㄜ˙五ㄨˇ倍ㄅㄟˋ。

Similarly, the Content Overseas Distribution Association (CODA) reported that the anime and manga industries collectively lost between 1.9 to 2.2 trillion yen (US$14.2 to US$16.5 billion) in 2021 alone, a fivefold increase from 2019.

Bato.to等ㄉㄥˇ主ㄓㄨˇ要ㄧㄠˋ漫ㄇㄢˋ畫ㄏㄨㄚˋ盜ㄉㄠˋ版ㄅㄢˇ網ㄨㄤˇ路ㄌㄨˋ的ㄉㄜ˙關ㄍㄨㄢ閉ㄅㄧˋ(該ㄍㄞ網ㄨㄤˇ路ㄌㄨˋ營ㄧㄥˊ運ㄩㄣˋ約ㄩㄝ60個ㄍㄜˋ相ㄒㄧㄤ關ㄍㄨㄢ網ㄨㄤˇ站ㄓㄢˋ)突ㄊㄨˊ顯ㄒㄧㄢˇ了ㄌㄜ˙問ㄨㄣˋ題ㄊㄧˊ的ㄉㄜ˙規ㄍㄨㄟ模ㄇㄛˊ。

The shutdown of major manga piracy networks, like Bato.to (which operated approximately 60 related sites), highlighted the scale of the problem.

這ㄓㄜˋ些ㄒㄧㄝ網ㄨㄤˇ路ㄌㄨˋ在ㄗㄞˋ2022年ㄋㄧㄢˊ10月ㄩㄝˋ至ㄓˋ2025年ㄋㄧㄢˊ10月ㄩㄝˋ間ㄐㄧㄢ記ㄐㄧˋ錄ㄌㄨˋ了ㄌㄜ˙驚ㄐㄧㄥ人ㄖㄣˊ的ㄉㄜ˙72億ㄧˋ次ㄘˋ流ㄌㄧㄡˊ量ㄌㄧㄤˋ,估ㄍㄨ計ㄐㄧˋ經ㄐㄧㄥ濟ㄐㄧˋ影ㄧㄥˇ響ㄒㄧㄤˇ約ㄩㄝ為ㄨㄟˊ7700億ㄧˋ日ㄖˋ圓ㄩㄢˊ(51億ㄧˋ至ㄓˋ52億ㄧˋ美ㄇㄟˇ元ㄩㄢˊ)。

These networks recorded a staggering traffic of 7.2 billion visits between October 2022 and October 2025, with an estimated economic impact of around 770 billion yen (US$5.1 to US$5.2 billion).

這ㄓㄜˋ些ㄒㄧㄝ非ㄈㄟ法ㄈㄚˇ網ㄨㄤˇ站ㄓㄢˋ非ㄈㄟ常ㄔㄤˊ複ㄈㄨˋ雜ㄗㄚˊ,分ㄈㄣ發ㄈㄚ翻ㄈㄢ譯ㄧˋ成ㄔㄥˊ50多ㄉㄨㄛ種ㄓㄨㄥˇ語ㄩˇ言ㄧㄢˊ的ㄉㄜ˙日ㄖˋ本ㄅㄣˇ、中ㄓㄨㄥ國ㄍㄨㄛˊ和ㄏㄢˋ韓ㄏㄢˊ國ㄍㄨㄛˊ漫ㄇㄢˋ畫ㄏㄨㄚˋ,並ㄅㄧㄥˋ採ㄘㄞˇ用ㄩㄥˋ地ㄉㄧˋ區ㄑㄩ封ㄈㄥ鎖ㄙㄨㄛˇ等ㄉㄥˇ方ㄈㄤ法ㄈㄚˇ來ㄌㄞˊ規ㄍㄨㄟ避ㄅㄧˋ檢ㄐㄧㄢˇ測ㄘㄜˋ。

These illicit sites were sophisticated, distributing Japanese, Chinese, and Korean manga translated into over 50 languages and employing methods like geoblocking to evade detection.

損ㄙㄨㄣˇ失ㄕ不ㄅㄨˋ斷ㄉㄨㄢˋ攀ㄆㄢ升ㄕㄥ歸ㄍㄨㄟ因ㄧㄣ於ㄩˊ多ㄉㄨㄛ種ㄓㄨㄥˇ因ㄧㄣ素ㄙㄨˋ。

The escalating losses are attributed to a confluence of factors.

這ㄓㄜˋ些ㄒㄧㄝ因ㄧㄣ素ㄙㄨˋ包ㄅㄠ括ㄎㄨㄛˋ匯ㄏㄨㄟˋ率ㄌㄩˋ波ㄅㄛ動ㄉㄨㄥˋ、生ㄕㄥ產ㄔㄢˇ成ㄔㄥˊ本ㄅㄣˇ上ㄕㄤˋ升ㄕㄥ、全ㄑㄩㄢˊ球ㄑㄧㄡˊ網ㄨㄤˇ際ㄐㄧˋ網ㄨㄤˇ路ㄌㄨˋ連ㄌㄧㄢˊ結ㄐㄧㄝˊ人ㄖㄣˊ口ㄎㄡˇ的ㄉㄜ˙增ㄗㄥ加ㄐㄧㄚ,以ㄧˇ及ㄐㄧˊ日ㄖˋ本ㄅㄣˇ內ㄋㄟˋ容ㄖㄨㄥˊ在ㄗㄞˋ全ㄑㄩㄢˊ球ㄑㄧㄡˊ範ㄈㄢˋ圍ㄨㄟˊ內ㄋㄟˋ不ㄅㄨˋ斷ㄉㄨㄢˋ增ㄗㄥ長ㄓㄤˇ的ㄉㄜ˙人ㄖㄣˊ氣ㄑㄧˋ。

These include exchange rate fluctuations, rising production costs, a global increase in internet-connected populations, and the ever-growing worldwide popularity of Japanese content.

諷ㄈㄥˋ刺ㄘˋ的ㄉㄜ˙是ㄕˋ,正ㄓㄥˋ是ㄕˋ這ㄓㄜˋ種ㄓㄨㄥˇ使ㄕˇ動ㄉㄨㄥˋ漫ㄇㄢˋ和ㄏㄢˋ漫ㄇㄢˋ畫ㄏㄨㄚˋ如ㄖㄨˊ此ㄘˇ有ㄧㄡˇ價ㄐㄧㄚˋ值ㄓˊ的ㄉㄜ˙成ㄔㄥˊ功ㄍㄨㄥ,也ㄧㄝˇ使ㄕˇ它ㄊㄚ們ㄇㄣ˙成ㄔㄥˊ為ㄨㄟˊ盜ㄉㄠˋ版ㄅㄢˇ材ㄘㄞˊ料ㄌㄧㄠˋ的ㄉㄜ˙主ㄓㄨˇ要ㄧㄠˋ目ㄇㄨˋ標ㄅㄧㄠ,因ㄧㄣ為ㄨㄟˊ更ㄍㄥˋ廣ㄍㄨㄤˇ泛ㄈㄢˋ的ㄉㄜ˙接ㄐㄧㄝ觸ㄔㄨˋ便ㄅㄧㄢˋ利ㄌㄧˋ了ㄌㄜ˙非ㄈㄟ法ㄈㄚˇ分ㄈㄣ銷ㄒㄧㄠ。

Ironically, the very success that makes anime and manga so valuable also makes them prime targets for pirated material, as wider access facilitates illegal distribution.

為ㄨㄟˊ了ㄌㄜ˙積ㄐㄧ極ㄐㄧˊ應ㄧㄥˋ對ㄉㄨㄟˋ這ㄓㄜˋ個ㄍㄜ˙多ㄉㄨㄛ方ㄈㄤ面ㄇㄧㄢˋ的ㄉㄜ˙挑ㄊㄧㄠˇ戰ㄓㄢˋ,日ㄖˋ本ㄅㄣˇ政ㄓㄥˋ府ㄈㄨˇ計ㄐㄧˋ劃ㄏㄨㄚˋ與ㄩˇ其ㄑㄧˊ他ㄊㄚ國ㄍㄨㄛˊ家ㄐㄧㄚ的ㄉㄜ˙地ㄉㄧˋ方ㄈㄤ當ㄉㄤ局ㄐㄩˊ加ㄐㄧㄚ強ㄑㄧㄤˊ合ㄏㄜˊ作ㄗㄨㄛˋ,強ㄑㄧㄤˊ化ㄏㄨㄚˋ訴ㄙㄨˋ訟ㄙㄨㄥˋ制ㄓˋ度ㄉㄨˋ以ㄧˇ更ㄍㄥˋ有ㄧㄡˇ效ㄒㄧㄠˋ地ㄉㄜ˙追ㄓㄨㄟ究ㄐㄧㄡ法ㄈㄚˇ律ㄌㄩˋ責ㄗㄜˊ任ㄖㄣˋ,並ㄅㄧㄥˋ擴ㄎㄨㄛˋ大ㄉㄚˋ反ㄈㄢˇ對ㄉㄨㄟˋ侵ㄑㄧㄣ犯ㄈㄢˋ版ㄅㄢˇ權ㄑㄩㄢˊ的ㄉㄜ˙反ㄈㄢˇ制ㄓˋ措ㄘㄨㄛˋ施ㄕ。

To actively combat this multifaceted challenge, the Japanese government plans to strengthen cooperation with local authorities in other countries, reinforce litigation systems to pursue legal action more effectively, and expand countermeasures against copyright infringement.

這ㄓㄜˋ包ㄅㄠ括ㄎㄨㄛˋ處ㄔㄨˇ理ㄌㄧˇ生ㄕㄥ成ㄔㄥˊ式ㄕˋ人ㄖㄣˊ工ㄍㄨㄥ智ㄓˋ慧ㄏㄨㄟˋ帶ㄉㄞˋ來ㄌㄞˊ的ㄉㄜ˙新ㄒㄧㄣ威ㄨㄟ脅ㄒㄧㄝˊ以ㄧˇ及ㄐㄧˊ持ㄔˊ續ㄒㄩˋ打ㄉㄚˇ擊ㄐㄧˊ仿ㄈㄤˇ冒ㄇㄠˋ商ㄕㄤ品ㄆㄧㄣˇ。

This includes addressing new threats posed by generative AI and the ongoing fight against counterfeit goods.

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根ㄍㄣ據ㄐㄩˋMETI的ㄉㄜ˙數ㄕㄨˋ據ㄐㄩˋ,到ㄉㄠˋ2025年ㄋㄧㄢˊ,因ㄧㄣ線ㄒㄧㄢˋ上ㄕㄤˋ盜ㄉㄠˋ版ㄅㄢˇ和ㄏㄢˋ仿ㄈㄤˇ冒ㄇㄠˋ商ㄕㄤ品ㄆㄧㄣˇ造ㄗㄠˋ成ㄔㄥˊ的ㄉㄜ˙日ㄖˋ本ㄅㄣˇ內ㄋㄟˋ容ㄖㄨㄥˊ產ㄔㄢˇ業ㄧㄝˋ總ㄗㄨㄥˇ損ㄙㄨㄣˇ失ㄕ估ㄍㄨ計ㄐㄧˋ為ㄨㄟˊ多ㄉㄨㄛ少ㄕㄠˇ?

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680億美元

從ㄘㄨㄥˊ2022年ㄋㄧㄢˊ到ㄉㄠˋ2025年ㄋㄧㄢˊ,哪ㄋㄚˇ種ㄓㄨㄥˇ內ㄋㄟˋ容ㄖㄨㄥˊ類ㄌㄟˋ別ㄅㄧㄝˊ的ㄉㄜ˙損ㄙㄨㄣˇ失ㄕ增ㄗㄥ幅ㄈㄨˊ最ㄗㄨㄟˋ大ㄉㄚˋ?

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出版業(漫畫)

數ㄕㄨˋ位ㄨㄟˋ盜ㄉㄠˋ版ㄅㄢˇ阻ㄗㄨˇ礙ㄞˋ了ㄌㄜ˙日ㄖˋ本ㄅㄣˇ的ㄉㄜ˙哪ㄋㄚˇ項ㄒㄧㄤˋ戰ㄓㄢˋ略ㄌㄩㄝˋ目ㄇㄨˋ標ㄅㄧㄠ?

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到2033年,將其內容的海外銷售額擴大到20兆日圓。

以ㄧˇ下ㄒㄧㄚˋ哪ㄋㄚˇ一ㄧ項ㄒㄧㄤˋ未ㄨㄟˋ被ㄅㄟˋ列ㄌㄧㄝˋ為ㄨㄟˊ造ㄗㄠˋ成ㄔㄥˊ盜ㄉㄠˋ版ㄅㄢˇ損ㄙㄨㄣˇ失ㄕ不ㄅㄨˋ斷ㄉㄨㄢˋ攀ㄆㄢ升ㄕㄥ的ㄉㄜ˙因ㄧㄣ素ㄙㄨˋ?

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日本內容的全球人氣下降

日ㄖˋ本ㄅㄣˇ政ㄓㄥˋ府ㄈㄨˇ計ㄐㄧˋ劃ㄏㄨㄚˋ採ㄘㄞˇ取ㄑㄩˇ哪ㄋㄚˇ項ㄒㄧㄤˋ措ㄘㄨㄛˋ施ㄕ來ㄌㄞˊ打ㄉㄚˇ擊ㄐㄧˊ盜ㄉㄠˋ版ㄅㄢˇ?

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強化訴訟制度。

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