For anime, manga, and video game fans around the world
We will create a new otaku culture using blockchain technology and cryptocurrency.
Currently looking for advisors and planning partners!
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We have developed a vision for the “Otaku Coin” (based on the ERC20 Standard), a new type of cryptocurrency that will circulate throughout the Japanese content industry in the fields of anime, manga, games, and other content that Japan boasts to the rest of the world. At the moment, we are working toward the possibility of launchig it in summer 2018.
Utilizing blockchain technology, a new mechanism for democratization, the Otaku Coin could be used to connect fans of the anime industry with creators and relevant organizations in a smart and direct way. The Otaku Coin aims to become the currency of Japanese pop culture, facilitating an ecosystem where fans can more easily help preserve the culture they love.
The main party behind this initiative is the Otaku Coin Preparation Committee consisting of Tokto Otaku Mode (TOM), as well as advisors and partners. While the co-founder and current CEO of TOM will establish the initial framework of the Otaku Coin project, we hypothesize that this initiative will change and develop into a project with decentralized power that matches the fundamentals of blockchain technology.
We have opened this page to introduce Otaku Coin and gather feedback from fans around the world, members of the Japanese content industry, and other relevant organizations to further improve our project. We would greatly appreciate your honest opinions. We are also currently looking for advisers and partners. If you are interested in joining us and moving forward with Otaku Coin, please contact us here.
Please note that this is not equivalent to any type of prospectus or public tender offer. It is not intended for the soliciting of stocks and bonds or encouraging of investments in stocks and bonds. Also, details regarding whether or not this ICO will be launched, how and when it could potentially be launched, and the possibility of offering token sales to Japanese residents have yet to be determined. If this ICO is launched, we intend on designing, promoting, and distributing it in a way that abides all cryptocurrency laws in Japan and around the world.
*All information listed above are tentative and under consideration. Timing of implementation is not yet guaranteed.
A world where fans around the world can visit Japan without exchanging their money for yen. A world where having no lineups for anime events, no need for cash at merchandise booths, and no need to worry about loose change or exchange rates becomes the norm.
A world where a fan can use Otaku Coin to support the livelihood of an animator producing an anime they particularly enjoy. With secure living conditions, the animator can focus on producing quality content for fans all over the world who are waiting eagerly.
A world where a fan can join the planning phase of anime development and interact with producers, creators, as well as relevant organizations at a deep level. In this world, the fan’s voice can directly reach producers while they plan anime sequels or merchandise.
A world where a fan’s regular activities in consuming the content they support or in minor actions - such as sharing a title with a friend - could earn them Otaku Coin. By supporting and contributing to the Japanese content industry, they can earn rewards and use them to purchase merchandise, participate in events, interact with other fans, or make donations to support upcoming series.
A world where such fan activities can connect directly to the preservation and development of not this cutlure built around your irreplaceable efforts, but also of the entire Japanese content industry. A world where fans can receive appropriate rewards for their activities; where a virtuous cycle in which organizations can continuously support and develop the industry exists.
With the circulation of Otaku Coin, a new cryptocurrency constructed upon the foundation of decentralized authority, we can make this world a reality. Similar projects launched in the past have either been too small in scale or had its efforts too widely dispersed.
The plan we have for the Otaku Coin involves will be democratic and decentralized, utilizing technology that is open and fair to be implemented by all members of the Japanese content industry. Our effort is not intended for the profit-generation of any certain organization. In theory, this mission is one that can gather the strength of all Japanese content industry members. Our collective strength will be capable of breathing new life into the industry as well as contributing to the preservation and development of the culture that Japan boasts to the rest of the world.
The fact that you have read this far must mean you are already interested in our project! In order to popularize Otaku Coin, we believe that power and control must be decentralized instead of being held by a single organization within our community. Information should be openly available, and the community should be managed in a democratic way. Join us and help us make the anime, manga, games and other Japanese content that you enjoy even better! Just letting your friends and colleagues know about our project would be incredibly helpful. We look forward to receiving your support!
If you would like to contact us directly, please feel free to do so through our Facebook group or Telegram. We would love to hear your opinions and feedback.
Maki was born in Gifu Prefecture in 1955. After graduating from the School of Law of Waseda University, he joined the Tohokushinsha Film Corporation in 1977. In addition to being involved in buying western movies during the home video era, movie production, and movie distribution, he was also active in anime production with titles including “Patlabor: The Movie” (1989). In 1990, Maki joined Bionia LDC. Using his experience from producing popular anime series such as Tenchi Muyo! (1992), he founded GENCO Inc. in 1997, a company specializing in the planning and production of anime series, which was rare at the time. He continues to serve as the President of GENCO Inc., where he has worked on notable series and titles including Millennium Actress (2002), Honey and Clover (2005), Nodame Cantabile (2007), Sword Art Online (2012), Golden Mosaic (2013), Is It Wrong to Try to Pick Up Girls in a Dungeon? (2015), and In This Corner of the World (2016)*. At the 36th Annual Fujimoto Awards, Maki won a Special Award, the only Japanese award for producers, with In This Corner of the World.
Born in 1983 in Tokyo, Nobuhiro Oga entered VIZ Media, LLC in the US after graduating from graduate school. Experienced in the business of licensing Japanese content, he is engaged in the development of digital distribution businesses. He was inaugurated as the president of Shogakukan in 2012, his current position as of 2017.
Palmer Luckey founded Oculus VR when he was 19 years old and designed the Oculus Rift, a virtual reality headset, which started a global VR movement. Facebook went on to acquire Oculus VR in 2014. In March 2017, Luckey left Oculus VR and its parent company, Facebook. He is currently active as an entrepreneur with a new startup in AR/VR technology to be used in the defense industry. Luckey is a fan of Japanese VR, as well as Japanese anime. In 2017, he participated in an anime event titled “Machi Asobi” in Tokushima, Japan cosplaying as a video game character, which was a topic covered on various media.
Sudo was born in Mexico and raised in Yokohama. He is active in covering, reporting, and writing about animation around the world. He also conducts research on the business of animations. After leaving his position in a stock company, he created the information website “Anime! Anime!” in 2004, which became one of the most famous of its kind in Japan. In 2009, he created “Anime! Anime! Biz,” a website with information about the business of animations, and served as the editor. In 2012, Sudo transferred the websites he was managing to IID, Inc. In July 2017, he left “Anime! Anime!” and began to work independently. Some of his most notable works include the animation section of “Digital Content White paper,” “Anime Industry Report” which he composed himself, and “Who’s going to create anime from now on? A silent revolution caused by Chinese capital and online distribution” (Seikaisha Shinsho).
Leo Akahoshi studied abroad in New York during middle school and in Syria during university. He engaged in investment banking services for foreign companies prior to working at a domestic securities company. He then shifted to GREE, Inc. in 2012 and oversaw domestic and overseas investments, acquisitions, and new business planning. He founded qdopp Inc. and assumed the position of CEO in 2014 where he manages both Honey’s Anime, an overseas news media for anime, manga, and games and Honeyfeed, an English novel content submission site, as well as engages in overseas advertisements of otaku content and business consulting using his knowledge of the overseas otaku market.
Born in Yugoslavia, Masayuki Ikegami became a US resident during middle school, where he won an award for programming. During his days as a student, he was passionate about programming. After graduating from the Department of Science and Technology at Keio University, he entered the foreign business consulting firm A.T. Kearney. After consulting a variety of businesses, he took part in launching the DeNA and NTT Docomo joint venture Everystar Co., Ltd. and was inaugurated as the CEO. There, he created a variety of mega hit works including “Osama Game” and “Tokyo Slaves” as well as a smartphone novel boom. He resigned from the position in March 2015 and in April of that year founded SAKURAS Co., Ltd. He currently teaches online business strategies at the Globis University Graduate School of Management in addition to engaging in digital strategy consulting for broadcasters and publishers. His book “Kaisha wo Yamete Nenshu ga Agaru Hito, Sagaru Hito” was published by Shogakukan in 2016.
Senior Researcher at Keio Research Institute at SFC (Murai Lab, Internet and Society Lab, Public Technology Design Consortium). Vice Representative Director at Distributed Autonomous Society Forum. CSO (Chief Science Officer) at BlockchainHub Inc. Representative Director at Beyond Blockchain (non-profit).
Founder and CEO of Poppin Games Japan. Hisashi previously worked at Japanese gaming giant DeNA, where he was in charge of partnership Biz Dev and Investment in Asia before being appointed as SVP of Marketing at DeNA global and Director of Internet Marketing at ngmoco. He has 10+ years of experience in the tech industry including EC, games, advertisement, investment and blockchain.
Worked in the corporate sales division of Mizuho Bank. Learned about many complaints clients had with their banks. After joining Deloitte Touche Tohmatsu LLC, audited companies preparing to list on the stock market and worked with over 15 IPOs in 3 years. In 2015, took part in Deloitte Tohmatsu Venture Support’s FinTech team and worked as a “blockchain accountant.” Organized seminars about ICOs, supported cryptocurrencies and blockchain ventures, consulted for blockchain verification tests, developed audit procedures and conducted audits for cryptocurrency exchanges, and assisted with the implementation of in-house operation management systems. In October 2017, joined a blockchain venture as a business developer, the second Japanese person to do so. Provides private consultation for ICO projects and is the adviser for several cryptocurrency/blockchain projects.
Blockchain Technology Entrepreneur. CEO of blockchain specialist Consensus Base Inc. Founded Consensus Base Inc. to conduct blockchain consulting and development after spending time as a freelance programmer and web company CEO. Has a record of consulting and development for top Japanese firms in banking, securities, telecommunications, and manufacturing. Also has experience serving as blockchain committee member for the Ministry of Economy, Trade, and Industry. Has taken part in authoring many books as well as television appearances in relation to blockchains.
Founded Sprout in December 2012. With background of investigative journalism and together with team of award winning white hat hackers, he lead Sprout to become a cutting edge cybersecurity company in Japan, providing many solution uniquely and only available through Sprout. Recently published the book 『Dark web』,which is themed on cyber underground market. (Published on July 2016 by Bungeishunjū)
AnyPay Inc. was established in June 2016 by Shinji Kitamura, the company representative and the serial entrepreneur who led Atlantis and Gunosy to their establishment. Its mission is to “realize a society enveloped by technology.” AnyPay Inc. has released the bill-splitting app “paymo” and the payment service “paymo biz”. With its business developments in FinTech and the investment expertise of Kitamura in cryptocurrencies, AnyPay Inc. launched its ICO consulting service in September 2017, which has helped companies around the world such as Bread and Drivezy.
The most popular anime in the company is currently SHIROBAKO.
Kizuna Ai is a virtual YouTuber who uploads videos from a white space almost daily, and has drawn the attention of fans in both Japan and around the world. Her channel has over one million subscribers and over 55 million views. Her dream is to become the world’s number one YouTuber. Her interests include egosurfing and interacting with human beings. She recently celebrated her first anniversary since she began releasing videos on December 1, 2016. Her direct way of speaking and abundance of emotions conveys a humanity atypical of "AI" personas.
Whomor Inc. (head office: Chuo, Tokyo) is an IT startup handling entertainment content that was founded six years ago by a manga artist. With the vision of “bringing excitement to the world through creativity,” Whomor engages in creating new initiatives and content not limited to existing methods. In partnership with 6,000 creators, Whomor creates character illustrations for video games, promotions using manga, and original manga works.
An anime, manga, and video game news media for overseas readers that began operation in November 2014. It is currently developed in English and Spanish. In addition to delivering news directly procured from industry insiders in Japan, the US, and Spanish-speaking countries as quickly as possible to readers, Honey’s Anime has gained popularity with users for its plentiful variety of articles, including those written from the unique perspective of the reporter, reports from events all over the worlds, and interviews with those in the industry. Since its launch three years ago, it has grown to become one of the world’s leading sites in the genres of anime, manga, and video games, and its number of readers continues to increase.
Honeyfeed is an English CGM-type light novel site that began operation in January 2017. The social light novel platform is a place where English-speaking users who have become unsatisfied by simply viewing and subscribing to anime and manga themselves can express their surging creative urges. The service sprang forth from Honey’s Anime readers lamenting that there are few places to express their original anime- and manga-like stories. Honeyfeed is an oasis for hardcore otaku with a pleasant atmosphere in which they can elevate their expressive power and potential through users giving mutual feedback and more.
Rakuten Collection is an online character lottery service that began operation in May 2016. Under the concept of “Shopping is Entertainment!,” the service produces unexpected encounters with characters fans like and aims to offer a new experience through character goods. Products mainly include anime and game character goods, along with idol, artist, and athlete merch, and the service is widely expanding its limited edition products for fans to enjoy, regardless of the genre.
The Toyo Institute of Art and Design is an art and design vocational school that offers courses in subjects such as illustration, design, 3DCG, and manga, as well as topics ranging from traditional painting techniques to the latest technological advancements in art preservation and repair. We strive to develop creators with the mottos of “to train people aiming for creative jobs” as well as “to train professionals who can flourish in the real world.” We aren’t limited to just teaching students the techniques and knowledge behind art and design, but we connect that knowledge to employment and place great importance on continuous support. For that purpose, we, the faculty, face each and every student head-on and become the bridge connecting them to companies, societies, and the future. The Toyo Institute of Art and Design reached its 70th anniversary in May 2016.
A news website launched in 2005 specializing in anime information. Constructed with the concept of “being the cheerleaders for anime and the anime industry,” it offers information regarding not just the latest anime series but also all kinds of anime-related information, such as series aimed towards kids and families, famous series from yesteryear, the anime business, as well as news about anime overseas. It also features unique stories, such as interviews with voice actors and creators, as well as pieces on the new charms displayed by different works or voice actors. It also has exciting content that everyone can enjoy, such as a page featuring the latest anime with consent from the rights holders, as well as articles in collaboration with anime characters written under the supervision of the anime’s staff. The website also manages Anime!Anime! Biz, a sister website specializing in information about the anime business and other industry information.
Through its Facebook page with over 20 million likes and its e-commerce site, the Tokyo Otaku Mode Shop, Tokyo Otaku Mode (TOM) delivers the latest news and products from Japanese anime, manga, games, music, and fashion to fans around the world. TOM also designs and distributes original merchandise with creators worldwide to customers in over 130 countries. Using the know-how it has developed in international business, TOM offers services to support overseas business expansions and inbound businesses.
We would love to receive honest opinions and feedback from fans around the world and those involved in the Japanese content industry. We are also currently looking for individuals and organizations to join us. If you are interested in our project and are an industry member or part of an organization involved in anime, manga, games, and other forms of Japanese content, please contact us here.