I have written multiple times that the anime-iGaming crossover is bad in specific ways. I want to be clear that I still think this. The structure is exploitative. The execution is mostly poor. The cumulative effect on the anime industry is corrosive even though the short-term financial benefit to specific stakeholders is real.
What I want to push back against is the framing that puts fans at the center of the problem. That framing is wrong on the merits and harmful in its consequences. This piece is about why.
The standard fan-blame argument
The standard argument blames fans for the crossover scene. The reasoning goes: fans created the demand by spending money on gacha games and licensed slot products; without that demand the products would not exist; therefore fans are responsible for what the products have become.
This argument has surface plausibility. The market does respond to spending. Fan money is going to these products. If fans stopped spending, the products would diminish.
It is also fundamentally misleading about how the industry actually works. Fan spending shapes the size of the iGaming crossover but not its character. The character is shaped by structural decisions made far above the level of any individual fan.
What fans actually do not control
Fans do not decide which anime IP gets licensed to which gambling-adjacent products. That decision is made by rights holders, often without consulting the original creative teams.
Fans do not decide how the IP is treated visually and narratively in the licensed product. That decision is made by the licensee.
Fans do not decide what percentage of production committee revenue comes from gambling-adjacent licensing. That is a structural feature of how production committees work.
Fans do not decide whether new series get developed with iGaming crossover potential as a financing factor. That is a financing-stage decision made before fans see any of the resulting work.
The decisions that determine whether a particular crossover is good or bad, exploitative or respectful, financially significant or marginal — those decisions are mostly made before fans have any opportunity to influence them.
What fans can actually influence
What fans can influence is the aggregate volume of certain spending categories and the direction of public criticism. These are real influence channels but they have limits.
Volume influence: if fans spend less on gacha games using anime IP, the gacha sector contracts. This is true. It is also slow because gacha is sticky and most spenders do not coordinate. The most committed fans cannot easily influence the marginal whale spenders whose contributions disproportionately shape the market.
Criticism influence: public criticism from fan communities can shape rights-holder behavior on the margin. Some recent controversies over poorly handled crossovers have produced apologies and product changes. This effect is real but limited to cases where the criticism becomes significant enough to threaten reputational damage.
Neither of these influence channels is sufficient to fundamentally change the structure. They can affect specific outcomes. They cannot change why the structure exists.
Where the actual responsibility sits
The actual responsibility for the current state of the crossover scene sits with: rights holders and production committees that license IP for gambling-adjacent products without sufficient quality control; gambling and gacha companies that build products designed to extract maximum revenue per user without regard for the source material's character; regulators who have not addressed the gray-zone status of anime-themed gambling-adjacent products; and the broader Japanese financial system that has made committees the dominant financing model for anime production.
Fans are participants in the resulting market but they are not the actors who shape it. Putting fans at the center of the moral analysis is a category error.
Why the fan-blame framing persists
The fan-blame framing persists for a few reasons.
It is easier to blame distributed individuals than concentrated institutions. Fans cannot defend themselves collectively because they are not collectively organized. Institutions can defend themselves through PR.
It deflects criticism away from the actors who actually have decision authority. As long as the conversation focuses on whether fans should boycott gacha games, it does not focus on whether production committees should change their licensing practices.
It serves the interests of the institutions that benefit from the current structure. If the moral problem is fan behavior, then fans changing their behavior is the solution. The institutions making the actual decisions do not have to change anything.
I find this framing analytically wrong and politically convenient for the wrong people. So I keep pushing back against it.
What I think we should actually do
I think fans should be honest about the structure they are participating in but should focus their criticism where the actual decisions are being made. Pressure rights holders to license more selectively. Pressure committees to require quality control on licensed products. Support studios that are starting to self-finance and reduce committee dependency.
And keep watching anime. The work is still worth caring about. The flawed structure financing it is the structure we have. Better the participation we are having now than withdrawal that mostly hurts the people working at the bottom of the value chain.