The CEO of MagicHolic Inc. aims to deliver Japan's outstanding entertainment content to the world. Japan is rich in excellent content such as manga, games, and novels, but there is a challenge in that works other than top-tier ones have low recognition overseas. For example, works like Dragon Ball and Demon Slayer are popular worldwide, but mid-tier works have yet to reach a global audience. In particular, in countries where there is no habit of reading manga, there is a culture of enjoying content through animation and videos, highlighting the need to deliver content to these regions.
MagicHolic leverages AI to produce animations and provides them to domestic and international distribution platforms, ensuring seamless content distribution. Specifically, they source IPs from manga and novels and use AI creators to produce animations in large quantities. This approach aims to allow more people to enjoy Japanese IPs. Furthermore, regarding AI-produced animations, they have established a compliance system by setting up production log records and legal intervention guidelines to manage copyright and information leakage risks.
MagicHolic's revenue model is based on two pillars: production contracting and IP development and distribution. In production contracting, they meet the demand for video production, achieving high liquidity monetization. On the other hand, by acquiring interesting works and potentially hit IPs, producing animations, and distributing them, they focus on revenue through rights management such as revenue sharing. In the future, they are considering not only AI animations but also a business model that involves distribution channels.
Recent traction includes building a partner company in Korea and establishing an export system to Korea. They are also progressing with collaborations with novel platforms and influencers. Additionally, they are producing a variety of content, such as live-action drama-style works created with AI, music animations, and historical animations capable of multilingual deployment. Moving forward, they plan to expand into Asian countries starting with Korea, and eventually into North America.
Specific funding amounts and uses have not been mentioned, but there are plans to expand the production contracting business and strengthen IP development and distribution by 2026.
The CEO, Mizukomi, has over 10 years of experience in the gaming industry, having served as a mobile game development and operation manager and a VR/AR director. Leveraging this experience, they are advancing collaborations with scriptwriters and directors in the animation industry.
Q1: Commentator (Mr. Nakazawa)
"Your company uses AI to source IPs and produce animations, but how exactly do you proceed with this?"
A1: CEO Mizukomi
"We have established a system to source IPs in-house and produce works using AI."
Q2: Commentator (Mr. Nakazawa)
"Do you have strategies to excite users regarding brand identity and content quality?"
A2: CEO Mizukomi
"We plan to advance the construction of our brand identity starting this year. We are leveraging our experience in the gaming industry to collaborate with animation stakeholders."
Points Raised by the Commentator
Mr. Nakazawa pointed out the potential for content oversupply due to AI and emphasized the importance of brand identity. In response, CEO Mizukomi acknowledged the need for future brand building and expressed the intention to collaborate with experts in the animation industry.
This concludes the detailed transcript of MagicHolic Inc.'s pitch event.