July’s almost over, and while I’m not totally done tracking releases for that month, I think it’s reasonably safe to say none of them are likely to snag an elusive top 20 BD/top 30 DVD slot – Naruto and Hetalia were the only series to spend multiple days in triple digits and neither cracked the top 500.
This August looks pretty thin in terms of series likely to chart: the only releases currently better than 20,000th are DBZ’s sixth BD set, Love Lab, and Shinsekai Yori’s second half. Tracking them, as always, to add to the dataset and hopefully eventually enable analysis of the US market.
I may have mentioned this before, but nailing down the impact of anime on video games (released on irregular timetables and with less baseline-dependent variance in stats) is much harder than ballparking the same effect for manga or light novels (where volumes are released at regular intervals and can generally be seen to follow a pattern in the absence of strong outside stimuli). Too, while sales tools exist for measuring the success of console video games in Japan, those tools are much less viable when it comes to measuring the effects of typically PC-based visual novels. Still, roughly 10 anime are adapted from games every year, and it’s a very important part of the market to understand.
In order to get some idea of how existent and/or strong the video game franchise popularity -> anime popularity -> added video game franchise popularity chain is, I pulled a pair of stats for each of the 9 video game adaptation anime made in 2011 that I have data for. The 2 stats I chose to measure video game popularity were maximum yearly rank of the franchise on popular VN retailer getchu (mildly NSFW) and total console game sales for games released within one year of the anime’s initial airdate, via vgchartz. While it should be noted that this was a small sample taken in a year with slightly fewer new shows, the results are potent fuel for speculation. Data is archived here, and summarized on the chart below.