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The most famous example is . A child might encounter Pikachu first in a video game (Nintendo), then watch the anime on TV, read the manga in a school library, buy trading cards at a convenience store, and see the movie at the cinema—all within the same week. This "360-degree" exposure, pioneered by companies like Kadokawa and Bandai Namco, ensures that Japanese entertainment is not just consumed; it is inhabited.

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Manga (printed comics) and anime (animation) form the bedrock of Japanese cultural export. Unlike Western comic books, which historically focused heavily on superheroes, manga spans an infinite variety of genres tailored to every age demographic and interest. The most famous example is

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