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Sanrio Company, Ltd. (株式会社サンリオ, Kabushiki-gaisha Sanrio)[4] is a Japanese entertainment company. It designs, licenses, and manufactures products focusing on the kawaii ("cute") segment of Japanese popular culture. Their products include stationery, school supplies, gifts, and accessories, which are sold worldwide, including at specialty brand retail stores in Japan. Sanrio's best-known character is Hello Kitty, a cartoon cat[5][6][7] and one of the most successful marketing brands in the world.[8]

Key Information

Besides selling character goods, Sanrio takes part in film production and publishing. They own the rights to the Mr. Men characters and Japanese licensing rights to the Peanuts characters. Their animatronics branch, Kokoro Company, Ltd. (kokoro being Japanese for "heart"), is best known for the Actroid android. The company also runs several KFC franchises across Tokyo and Saitama Prefecture.[9]

History

[edit]
Sanrio store in Den-en-chōfu, Ōta, Tokyo

Shintaro Tsuji founded Sanrio on August 10, 1960, then known as the Yamanashi Silk Company using ¥1 million in capital.[a] In 1962, Tsuji expanded his enterprise from silk to rubber sandals with flowers painted on them.[11] Tsuji noticed his success gained by merely adding a cute design to the sandals.[11] He began using existing cartoon characters for his merchandise. In the late 1960s the company began producing goods with the dog character Snoopy, from the American comic strip Peanuts, after acquiring the Japanese licensing rights.[12]

In 1973 the company was officially established under the name Sanrio. In the book Kore ga Sanrio no Himitsu Desu (これがサンリオの秘密です) or These are Sanrio's Secrets Tsuji, Sanrio's founder, said that Yamanashi (山梨), part of the company's former name, has an alternative on'yomi reading of Sanri. The remaining o was added from the ou (オウ) sound people make when they are excited.[13] The company's European website gives another origin of the name, saying the name comes from the Spanish words san ('holy') and río ('river').[14]

Tsuji hired his own designers to create characters for Sanrio, so as to not have to pay outside royalty fees.[11][15] The first original Sanrio character, Coro Chan, was introduced in 1973.[16][17] Hello Kitty was added to the lineup of early Sanrio characters in 1974 and the first related merchandise was released the following year. The popular feline whose mouth is usually invisible has had both peaks and drops in sales over the years but always has been the highest contributor to Sanrio's sales. Sanrio constantly adds new characters to its lineup. Specific characters are rotated in and out of active production.[18] For a short time, Osamu Tezuka's baby unicorn character Unico, who starred in two feature-length anime movies in the early 1980s, was also part of the Sanrio's lineup; however, the rights to Unico shifted to Osamu Tezuka's own company after Tezuka's death in 1989.

In late 2003, Sanrio won the "Top Brand with a Conscience" award from the Medinge Group of Sweden for its communication principles.[19] The company has partnered with UNICEF since 1984. In 2006, Sanrio launched Sanrio Digital together with Typhoon Games to expand to the Internet, online games, and mobile services.

Beginning with Jewelpet in 2008, Sanrio started collaborating with Sega Toys in creating characters intended to become media franchises. Subsequent collaborations include Rilu Rilu Fairilu from 2016 and Beatcats from 2020.[20][21]

2010 was Sanrio's 50th anniversary. In conjunction with this, Build-A-Bear Workshop released limited-edition stuffed toys of several Sanrio characters, including Hello Kitty, Chococat, My Melody and Keroppi.[22]

Hello Kitty is alleged to be drawn in a similar style to the rabbit Miffy. On August 26, 2010, Mercis BV, representing Miffy's creator Dick Bruna, brought suit against Sanrio. They claimed that one of Hello Kitty's companion characters, a rabbit named Cathy, infringes on the copyright and trademark of Miffy.[23] On November 2, 2010, a Dutch court ruled against Sanrio and ordered the company to stop marketing Cathy products in Belgium, Luxembourg, and the Netherlands.[23][24][25] Following the March 11, 2011, earthquake and tsunami in Japan, Sanrio and Mercis reached an out-of-court settlement on June 7, 2011, for Sanrio to halt production worldwide of merchandise that feature Cathy. They also jointly announced a €150,000 donation to earthquake victims.[26]

In December 2011, Sanrio Global acquired the rights to the Mr. Men characters, which includes the subsidiary Mr Men Films Ltd, taking over Chorion's THOIP company.[27][28][29]

In 2019 the European Commission fined Sanrio 6.2 million euros (approximately 6.9 million US dollars) for blocking cross-border sales of its licensed products.[30][31]

In June 2020, it was announced that the company's founder and president, Shintaro Tsuji would step down from the role and hand control of the company to his grandson, Tomokuni Tsuji. Tomokuni was just 31 at the time, making him the youngest chief executive of a listed Japanese company.[32] Shintaro Tsuji ran the company for 60 years.[33]

Locations

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Japan

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Sanrio hosts two theme parks in Japan, Sanrio Puroland in Tama, Tokyo, and Harmonyland[34][35] in Hiji, Ōita, Kyūshū.

North America

[edit]
Sanrio, Inc. headquarters in South San Francisco

Sanrio, Inc. is Sanrio's North American subsidiary. Sanrio, Inc. has offices in South San Francisco, California, and Torrance, California. Sanrio's first Western Hemisphere store opened in San Jose's Eastridge Mall. In 2008, Sanrio, Inc. opened its high-end boutique called Sanrio Luxe in New York City's Times Square. In the Western Hemisphere, Sanrio character-branded products are sold in upwards of 13,000 locations including department, specialty, and national chain stores and over 85 Sanrio boutiques. In April 2010, the first and only Sanrio-licensed eatery (Sanrio Cafe) in the U.S. opened at Pearlridge's Downtown phase in Aiea, Hawaii.

In 2004, Sanrio Co. Ltd., expanded its license to one of its major licensee and plush suppliers Nakajima USA to include the owning and operating of all Sanrio branded stores in the U.S., overseeing the relationships between individual licensed stores and supplying all categories of products for the retail stores in the US and wholesale accounts.

Characters

[edit]

Sanrio has created over 450 characters as of 2022, the best known of which is the white cat character Hello Kitty from 1974.[36] Other well-known characters include the rabbit My Melody from 1975, the frog Keroppi from 1988, the penguin Bad Badtz-Maru from 1993, the white dog Cinnamoroll from 2001, the rabbit Kuromi from 2005, the animal series Jewelpet from 2008, the egg character Gudetama from 2013, and the red panda Aggressive Retsuko from 2015.

Notable designers of Sanrio characters include Yuko Shimizu, original designer of Hello Kitty, Yuko Yamaguchi, lead designer for most of Hello Kitty's history, and Miyuki Okumura, original designer of Cinnamoroll.[37][38][39]

Since 1986 Sanrio has held the annual Sanrio Character Ranking poll where fans can vote on their favorite characters. It began in the Strawberry Newspaper published by Sanrio in Japan, but now voting also takes place online.[36]

Besides their own original characters, Sanrio also owns the rights to the Mr. Men characters and Japanese licensing rights to the Peanuts characters.

Filmography

[edit]

Theatrical

[edit]

From 1977 to 1985, Sanrio produced movies through their Sanrio Films label. After A Journey Through Fairyland, Sanrio switched gears and started doing short films, OVAs, and TV shows based on their characters. In 2006, Sanrio announced they are again going to do feature-length films.

Title (English and Japanese) Release date Notes
Joe and the Rose (バラの花とジョー/ Bara no Hana to Joe) March 7, 1977 (Japan) Animated short film
Little Jumbo (小さなジャンボ/ Chiisana Jumbo) September 10, 1977 (Japan) Animated short film
Who Are the DeBolts? And Where Did They Get Nineteen Kids? September 10, 1977 (Japan)
December 7, 1977 (USA)
Live-action documentary;
co-produced with Charles M. Schulz Creative Associates and Korty Films
The Mouse and His Child (親子ねずみの不思議な旅/Oyaro nezumi no fushingina tabi) November 18, 1977 (USA)
March 11, 1978 (Japan)
Co-produced with Murakami Wolf;
Based on the children's book by Russell Hoban
Ringing Bell (チリンの鈴/Chirin no Suzu) March 11, 1978 (Japan)
April 8, 1983 (USA; Direct to Video)
Animated short film;
Based on the children's book by Takashi Yanase
Olly Olly Oxen Free (also released as The Great Balloon Adventure) May 13, 1978 (Japan)
c. August 1978 (USA)
Live-action film
Orpheus of the Stars/Metamorphoses/Winds of Change (星のオルフェウス/Hoshi no Orufeusu) May 26, 1978 (USA; as Metamorphoses)
May 3, 1979 (USA; as Winds of Change)
October 27, 1979 (Japan; as Orpheus of the Stars)
Animated film;
Based on the poem, Metamorphoses, by Ovid
Co-produced with Columbia Pictures
The Glacier Fox[40] (キタキツネ物語/Kita-kitsune monogatari) July 15, 1978 (Japan)
January 5, 1979 (USA)
Live-action documentary
Nutcracker Fantasy (くるみ割り人形/Kurumiwari Ningyō) March 3, 1979 (Japan)
July 6, 1979 (USA)
Stop-motion animated film;
Based on The Nutcracker by Pyotr Ilyich Tchaikovsky
Unico: Black Cloud, White Feather (ユニコ 黒い雲と白い羽/Kuroi Kumo Shiroi Hane) April 30, 1979 (Japan)[41] Rejected animated pilot;
Based on the manga by Osamu Tezuka
A Tale of Africa/The Green Horizon (アフリカ物語/Afurika Monogatari) July 19, 1980 (Japan)
c. 1981 (USA; Released as The Green Horizon on television)
Live-action film
The Fantastic Adventures of Unico (ユニコ) March 14, 1981 (Japan)
May 12, 1983 (USA; released direct-to-video)
Animated film;
Co-production with Tezuka Productions & Madhouse;
Based on the manga by Osamu Tezuka
The Sea Prince and the Fire Child (シリウスの伝説/The Legend of Sirius) July 18, 1981 (Japan)
September 8, 1982 (USA; released direct-to-video)
Animated film
The Ideon: A Contact (伝説巨神イデオン 接触篇/Densetsu-kyoshin ideon: Sesshoku-hen) July 10, 1982 (Japan) Animated film (compilation film based on Space Runaway Ideon)
Co-produced with Sunrise/Co-distributed by Shochiku
The Ideon: Be Invoked (伝説巨神イデオン 発動篇/Densetsu kyojin ideon: Hatsudou-hen) July 10, 1982 (Japan) Animated film (Alternate ending of the television series: Space Runaway Ideon)
Co-produced with Sunrise
Don't Cry, It's Only Thunder November 5, 1982 (USA) Live-action film
Unico in the Island of Magic (ユニコ 魔法の島へ) July 16, 1983 (Japan)
November 10, 1983 (USA; released direct-to-video)
Animated film;
Based on the manga by Osamu Tezuka
Oshin (おしん) March 17, 1984 (Japan) Animated film;
Based on the Japanese television drama of the same name
Fairy Florence/A Journey Through Fairyland (妖精フローレンス/Yosei Florence) October 19, 1985 (Japan)
November 4, 1985 (USA; released direct-to-video)
Animated film
My Melody no Akazukin (マイメロディの赤ずきん) July 22, 1989 (Japan) Animated film;
Part of Sanrio Anime Festival
Hello Kitty no Cinderella (ハローキティのシンデレラ)
Kiki to Lala no Aoi Tori (キキとララの青い鳥)
Pokopon no Yukai na Saiyuuki (ぽこぽんのゆかいな西遊記) July 21, 1990 (Japan) Animated film;
Part of Sanrio Anime Festival
Hello Kitty no Oyayubi Hime (ハローキティのおやゆびひめ)
Kero Kero Keroppi no Daibouken: Fushigi na Mame no ki (けろけろけろっぴの大冒険 ふしぎな豆の木)
Kero Kero Keroppi no Sanjuushi (けろけろけろっぴの三銃士) July 20, 1991 (Japan) Animated film;
Part of Sanrio Anime Festival
Hello Kitty no Mahou no Mori no Ohime-sama (ハローキティの魔法の森のお姫さま)
Tabo no Ryuuguu Hoshi Dai Tanken (たあ坊の竜宮星大探険)
Hello Kitty no Minna no Mori o Mamore! (ハローキティのみんなの森をまもれ!) January 13, 1996 (Japan) Animated film;
Part of Sanrio Anime Festival
Kero Kero Keroppi no Bikkuri! Obake Yashiki (けろけろけろっぴのびっくり! おばけやしき)
Bad Batzmaru no Ore no Pochi Sekaiichi (バッドばつ丸のオレのポチは世界一)
Mouse Story: George and Gerald's Adventure (ねずみ物語 ジョージとジェラルドの冒険) December 22, 2007 (Japan) Animated film;
Co-produced with Madhouse;
Released in a double bill with Cinnamoroll the Movie[42]
Cinnamoroll the Movie (シナモン The Movie) December 22, 2007 (Japan) Animated film;
Co-produced with Madhouse;
Released in a double bill with Mouse Story: George and Gerald's Adventure[43]
Jewelpet the Movie: Sweets Dance Princess (映画ジュエルペット スウィーツダンスプリンセス) August 11, 2012 (Japan) Animated film;
Co-produced with Sega Toys & Studio Comet
Onegai My Melody: Yū & Ai (おねがいマイメロディ) August 11, 2012 (Japan) Animated film;
Co-produced with Studio Comet
Gō-chan and his Forest Friends Moko & Marvelous Creatures May 3, 2017 (Japan) Animated film;
Co-produced with TV Asahi & Shin-Ei Animation
Gō-chan ~Moco and the Promise Made on the Ice~ March 18, 2018 (Japan) Animated film;
Co-produced with TV Asahi & Shin-Ei Animation
Jewelepet Attack Travel! May 14, 2022 Animated short film;
Co-produced with Ashi Productions

Other animation

[edit]

Sanrio began its involvement in the production of TV and direct-to-video animation during the late 1980s and early 1990s, starting with the US-made Hello Kitty's Furry Tale Theater in 1987. The character My Melody got her first starring role in an animated series in the anime television series, Onegai My Melody, which first aired on TV Osaka on April 3, 2005, and was produced by Studio Comet. The Sugarbunnies franchise was later adapted into a 7-minute short series in 2007 and was popular enough to gain two sequels.

Jewelpet was also adapted into an anime metaseries in 2009, which was also produced by Studio Comet, spanning 6 official seasons and one theatrical movie, making it the longest-running anime adaptation of a Sanrio franchise in history.

Show by Rock!!, a game by Sanrio and Geechs got an anime adaptation produced by Bones in 2015—and was licensed in the United States by Funimation. Aggretsuko also get three animated adaptations by Fanworks, one aired on TBS and the later two were released officially on Netflix.

Variety shows

[edit]

A few children's variety shows by Sanrio aired on TV Tokyo.

  • Daisuki! Hello Kitty (1993–1994)
  • Asobou!! Hello Kitty (1994)
  • Hello Kitty to Bad Badtz-Maru (1994–1998)
  • Kitty's Paradise (1999–2011)
  • Sanrio Characters Pon Pon Jump! (2017–2020)
  • Fun Fun Kitty! (2020–2022)

Video games

[edit]

Sanrio Digital produces and publishes digital content based on Sanrio intellectual property assets like Hello Kitty, My Melody, Badtz Maru and many others. Among the games are: Hello Kitty: Roller Rescue, Hello Kitty: Birthday Adventures, and Hello Kitty Seasons. Hello Kitty Island Adventure (2023) is a Sanrio game created for Apple Arcade, PC and Nintendo Switch.

Publishing

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Sanrio publishes many books featuring its own characters. It also publishes art books (for instance, those by Keibun Ōta). Sanrio publishes books in many languages, including Japanese and English. Sanrio published video games in the early 1990s under the name Character Soft.

References

[edit]

Further reading

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Sanrio Co., Ltd. is a Japanese entertainment and merchandise company founded on August 10, 1960, as Yamanashi Silk Center Co., Ltd. in by , with the initial aim of establishing a social communication business through small gifts and products. The company rebranded to Sanrio in 1973, deriving its name from the Spanish "San Rio" meaning "Saint River," symbolizing a vision of creating a peaceful culture along riverbanks where humanity's earliest settlements formed, emphasizing harmony, friendship, and goodwill. Renowned for its "" (cute) characters, Sanrio introduced its first original design, the motif, in 1962, followed by iconic figures like in 1974, My Melody and the Little Twin Stars in 1975, in 2001, in 2013, and in 2015, which have become global pop culture phenomena driving merchandise, licensing, and media. Sanrio's business model centers on fostering social connections through diverse products including , apparel, toys, and , expanding internationally with subsidiaries established in the United States in 1976, in 1978, and in 1986. The company went public on the Stock Exchange's Second Section in 1982 and upgraded to the First Section in 1984, later moving to the Prime Market in 2022, achieving a market value of approximately $9.3 billion as of November 2025. Notable expansions include the opening of theme park in in 1990 and Harmonyland in Oita, , in 1991, with further international ventures like a theme park in in 2015, alongside partnerships in film, fashion, and food that have solidified its influence in global youth and lifestyle markets. Under the articulated by founder Shintaro —"Let us create a along the banks of a river"—Sanrio continues to promote positivity and interpersonal bonds, celebrating its 60th anniversary in 2020 while adapting to digital trends and sustainable practices.

Company Overview

Corporate Profile

Sanrio Company, Ltd. is a Japanese entertainment and merchandising company specializing in character branding and social communication products. Founded on August 10, 1960, by , the company is headquartered at 1-11-1 , Shinagawa-ku, 141-8603, . As of June 26, 2025, its capital stands at 10.26 billion yen, with Tomokuni Tsuji serving as President and CEO, and as Honorary Chairman. The company's principal business activities encompass the planning and sale of social communication gifts, greeting cards, and books; the operation of restaurants and theme parks; the production and distribution of movies, music, and video products; licensing; development; educational services; and advertising, marketing, and sports-related initiatives. Sanrio's corporate , "Minna Nakayoku" (Getting Along Together), guides its mission to create and spread smiles worldwide under the vision "One World, Connecting Smiles." Sanrio operates on a fiscal year from April to March, reporting consolidated net sales of 144.904 billion yen for the fiscal year ending March 2025. As of June 2025, it employs 1,445 full-time staff and 2,580 contract workers, for a total workforce of 4,025; women comprise 44.4% of its management positions as of March 2025. The company maintains a global presence in 130 countries and territories, supported by 10 business locations across , the , and , and manages 450 characters as of the fiscal year ended March 31, 2025, including iconic ones like .

Financial Performance

Sanrio has demonstrated robust financial growth in recent fiscal years, driven by strong for its character-based products and licensing, particularly amid the recovery in tourism and international markets following the . In the ended March 31, 2023 (FY3/2023), the company reported consolidated net sales of 72.6 billion yen, marking a 37.6% increase year-over-year, while operating profit surged 422.0% to 13.2 billion yen, reflecting improved operational efficiencies and higher-margin licensing revenues. Net profit attributable to owners of the parent rose 138.3% to 8.2 billion yen, underscoring the effectiveness of strategic expansions in digital and global merchandising. This momentum accelerated in the ended March 31, 2024 (FY3/2024), with net sales climbing 37.7% to 100.0 billion yen, fueled by Hello Kitty's 50th anniversary celebrations and increased domestic consumer engagement through platforms like Sanrio+. Operating profit more than doubled, rising 103.5% to 27.0 billion yen—the highest in a decade—due to cost controls and a favorable shift toward high-profit licensing deals in and . Net profit grew 115.5% to 17.6 billion yen, supported by broader character portfolio diversification including Kuromi and . The fiscal year ended March 31, 2025 (FY3/2025) saw even stronger results, achieving record-high consolidated net sales of 144.9 billion yen, a 44.9% year-over-year increase, propelled by a surge in inbound to and robust overseas licensing growth in regions like and . Operating profit reached an all-time high of 51.8 billion yen, up 92.2%, with an impressive expansion reflecting optimized supply chains and premium collaborations. Net profit attributable to owners soared 137.3% to 41.7 billion yen, highlighting the scalability of Sanrio's ecosystem.
Fiscal Year Ended March 31Net Sales (billion yen)YoY Change (%)Operating Profit (billion yen)YoY Change (%)Net Profit (billion yen)YoY Change (%)
202372.6+37.613.2+422.08.2+138.3
2024100.0+37.727.0+103.517.6+115.5
2025144.9+44.951.8+92.241.7+137.3
In the ongoing fiscal year ending March 31, 2026 (FY3/2026), early results indicate continued strength. For the first quarter ended June 30, 2025, net reached 43.1 billion yen, up 49.1% year-over-year, with operating profit at 20.2 billion yen, an 88.0% increase and a 46.9% margin, exceeding initial forecasts due to licensing expansions and European market gains. Cumulative second-quarter results showed net of 87.6 billion yen, a 39.6% rise, and operating profit of 39.1 billion yen, up 66.1%, prompting an upward revision of full-year operating profit guidance to 70.2 billion yen from 67.3 billion yen. These trends position Sanrio to surpass its medium-term targets of 135 billion yen in net and 40 billion yen in operating profit by FY3/2027, emphasizing sustainable growth through character brand revitalization and global partnerships.

History

Founding and Early Development

Sanrio was founded on August 10, 1960, by as Yamanashi Silk Center Co., Ltd., in , , with an initial capital of ¥1,000,000. Tsuji, who had previously worked in trading and sought to create a centered on social communication and gift-giving traditions, named the company after but had no primary intention of engaging in the silk trade; instead, it aimed to foster interpersonal connections through products that promoted friendship and harmony. In its early years, the company shifted focus from initial sales of silk products, wine, and regional goods to developing original merchandise, beginning in with the creation of its first character-based item: a strawberry-patterned featuring the character, designed to appeal to children and emphasize in everyday items. This marked Sanrio's entry into the character merchandise market, collaborating with illustrators like Mizumori Ado for ceramic figurines and other gifts, while also producing greeting cards and publications to build a culture of sharing and community. By the late 1960s, the company expanded internationally, opening its first overseas store, the Strawberry Shop, in in 1969, which introduced character goods to the U.S. market. The early 1970s saw further growth in Sanrio's character-driven business model, with the opening of its first domestic specialty store, Gift Gate, in in 1971, and a corporate name change to Sanrio Co., Ltd. in 1973, derived from "San Rio" meaning "Saint River" in Spanish to symbolize peace and connection. This period solidified the company's emphasis on (cute) aesthetics, launching its first in-house publication, Shi to Meruhen (Poetry and Fairytales), and introducing iconic characters like My Melody in 1975 and the debut of in 1974, designed by as a simple, relatable figure for global appeal. These developments laid the foundation for Sanrio's transformation into a leading character licensing enterprise.

Expansion and Milestones

Sanrio's expansion accelerated in the through character licensing and international market entry. In 1976, the company initiated character licensing programs and established Sanrio, Inc. in , facilitating its debut in the U.S. market, while also opening its first overseas Gift Gate store. This move was complemented by further global outreach, including the 1978 opening of a Gift Gate in and the 1982 establishment of Sanrio in , , to bolster European operations. These initiatives laid the foundation for Sanrio's worldwide presence, shifting from domestic gift production to a character-driven global brand. Financial and infrastructural milestones marked the 1980s and 1990s. Sanrio listed on the Second Section in 1982, upgrading to the First Section in 1984, which provided capital for broader expansion. The company ventured into themed entertainment with the 1990 opening of , an indoor theme park in Tama City, , followed by Harmonyland, an outdoor park in Hiji-machi, Oita Prefecture, in 1991. These parks not only diversified revenue streams but also enhanced brand immersion for fans, contributing to sustained growth in merchandise and licensing. The 2000s and 2010s focused on character portfolio enhancement and strategic acquisitions amid international diversification. In 2001, Sanrio introduced , expanding its lineup of popular IPs, and in 2011, it acquired the Little Miss characters from , integrating them into its ecosystem. Key territorial expansions included the 2015 launch of Park in , , Sanrio's first major theme park outside , which targeted the burgeoning Asian market. Digital and media milestones, such as the 2018 Netflix release of the series and the introduction of the train with JR West, further propelled global visibility and licensing opportunities. In the 2020s, Sanrio navigated recovery from pandemic impacts to achieve record financial performance and reinforced global strategies. The company established SANRIO SOUTH EAST ASIA PTE. LTD. in 2020 to drive regional licensing and sales in . Operating profit surged from 2.1 billion yen in fiscal year ending March 2020 (FY3/2020) to 51.8 billion yen in FY3/2024, reflecting a V-shaped recovery and the success of IP monetization. Sanrio met its 10-year market capitalization goal of 1 trillion yen ahead of schedule in May 2023 and transitioned to the Prime Market in April 2022. Looking forward, the mid-term management plan for FY2025–2027 targets 175 billion yen in sales and over 65 billion yen in operating profit, with emphasis on expanding in through enhanced licensee partnerships, strengthening content production in via collaborations like Alifish, and growing Southeast Asian sales to 2.6 billion yen in FY3/2025. These efforts position Sanrio as a global IP platform provider, investing in digital touchpoints, video, games, and location-based entertainment to deepen fan engagement worldwide.

Recent Developments

In 2023, Sanrio experienced significant growth in its global licensing business, with retail sales increasing by 34.21% to approximately $5.1 billion USD, driven by heightened demand for character merchandise and collaborations. This momentum continued into late 2023 with the announcement of extensive celebrations for Hello Kitty's 50th anniversary, set to commence in 2024, including new digital initiatives such as an app and short animations on . Throughout 2024, Sanrio marked Hello Kitty's milestone with global promotions, theme park events, and limited-edition products, boosting brand engagement and merchandise sales. In the final quarter of the year, the company appointed Italian firm as its master toy licensee for , aiming to expand toy distribution and product lines across the region. This partnership built on Sanrio's strategy to strengthen international licensing amid rising popularity of characters like My Melody and Kuromi, whose anniversaries—50th and 20th, respectively—were highlighted for 2025 celebrations. The ending March 2025 saw Sanrio achieve record financial performance, with consolidated net sales reaching 144.9 billion yen, a 45% increase year-over-year, attributed to robust licensing and overseas expansion. On May 13, 2025, the company updated its medium-term management plan and introduced a 10-year vision titled "Lighting the World with Smiles," targeting sustained operating profit growth and a of 5 trillion yen. The 2025 Sanrio Character Grand Prix rankings, announced on June 29, elevated Pompompurin to the top spot, surpassing , reflecting shifting fan preferences through online voting. In October 2025, Sanrio released its Integrated Report for the year, emphasizing efforts alongside an educational video for children on corporate responsibility. Later that month, on October 29, Warner Bros. Pictures announced a July 21, 2028, release for an animated titled Sanrio's , produced by and , marking the character's major Hollywood debut. Sanrio officially confirmed the global distribution on November 3, 2025. Early November financial updates for the first half of 2026 (April-September 2025) reported net sales of 87.6 billion yen, up 39.6% year-over-year, with operating profit rising 66.1%, prompting an upward revision in annual forecasts and increased dividends.

Global Operations

Japanese Facilities

Sanrio's headquarters is located in the Gate City complex in , , serving as the central hub for its corporate operations, design, and management activities. The facility, at 1-11-1 , -ku, 141-8603, supports the company's global strategy, including character development and licensing oversight. A key attraction under Sanrio's operations is , an indoor theme park in Tama City, , dedicated to its characters and opened in 1990. Located at 1-31 Ochiai, Tama-shi, 206-8588, the park features rides, shows, and interactive experiences centered on and friends, drawing millions of visitors annually as a major entertainment venue. It is managed by subsidiary Sanrio Entertainment Co., Ltd., which handles park operations and events. Sanrio operates Harmonyland, an outdoor theme park in Hiji-machi, Oita Prefecture, emphasizing nature-integrated attractions with characters like My Melody. Situated at 5933 Oaza Fujiwara, Hiji-machi, Hayami-gun, Oita 879-1502, the park opened in 1991 and offers seasonal events and parades. Harmonyland is run through a with Harmonyland Co., Ltd., focusing on regional tourism. Sanrio maintains specialized subsidiaries for production and technology. Co., Ltd., based at 4-9-1 Shinmeidai, Hamura-shi, 205-8556, specializes in and , creating character-based figures for parks and events. Other subsidiaries, such as Sanrio Enterprise Co., Ltd., support enterprise functions from -area bases. To facilitate distribution across western Japan, Sanrio operates the Kansai Branch , aiding for merchandise and licensed products in the region. These facilities collectively enable Sanrio's domestic emphasis on character-driven entertainment and commerce.

International Presence

Sanrio's international presence began in the 1970s with the establishment of its first overseas subsidiary, Sanrio Film Corporation of America in in 1974, which was later merged into Sanrio, Inc. in 1989. This marked the start of expansion into , followed by the opening of the first overseas Gift Gate store in San Jose in 1976 and the first Asian store outside in in 1978. By the 1980s, Sanrio entered with Sanrio in in 1982 and with Sanrio do Brasil in 1986, reflecting a strategic push to license characters like globally. Further milestones include the founding of subsidiaries in (1992), (1998), and (2003 with Sanrio Shanghai International Trade Co., Ltd.), alongside the opening of the first directly managed store in in 2002 and the first in in 2003. Today, Sanrio operates subsidiaries in key regions, including Sanrio, Inc. in the United States, Sanrio GmbH in , Sanrio do Brasil Comercio e Representacoes Ltda. in , Sanrio (Hong Kong) Co., Ltd., Sanrio Korea Co., Ltd., Sanrio Taiwan Co., Ltd., Sanrio Shanghai International Trade Co., Ltd., Sanrio Chile SpA, Sanrio Far East (Shenzhen) Co., Ltd., SANRIO SOUTHEAST ASIA PTE. LTD. in , and recent additions such as Mister Men Ltd. and THOIP for expanded IP . These entities support operations across , , , and , with a total of 10 locations facilitating and . Sanrio's characters and products reach 130 countries and territories through licensing agreements and partnerships with influential overseas entities, emphasizing a unified and diversity principles to drive expansion. Overseas operations have shown robust growth, particularly in licensing, which forms a core of Sanrio's international business model. In the first quarter of fiscal year ending March 2026, North American net sales rose 23.1% year-on-year to ¥5.7 billion, driven by collaborations in toys, apparel, and digital media with major brands and sports leagues. Asia led with ¥10.0 billion in net sales, up 84.8% year-on-year, fueled by strong performance in China for toys and apparel, alongside growth in Taiwan and Southeast Asia despite challenges in South Korea. Europe saw net sales increase 199.8% to ¥2.1 billion, boosted by apparel and toy licensing, while Latin America reported ¥0.6 billion in sales, up 89.2%, with gains in Mexico, Brazil, Chile, and Peru across apparel, beauty, and stationery. For the first half of FY2026 (as of November 6, 2025), overseas growth continued with North America at ¥10.9 billion (+12.0% YoY), Asia (excluding Japan) at ¥18.6 billion (+60.6% YoY), Europe at ¥4.5 billion (+131.6% YoY), and Latin America at ¥1.2 billion (+79.6% YoY). Notable ventures include the 2015 opening of Hello Kitty Park in China's Zhejiang Province and a 2020 joint venture in Southeast Asia, underscoring Sanrio's focus on experiential attractions and regional adaptation. This international footprint contributed significantly to overall profitability, with overseas licensing playing a pivotal role in record-high operating profits for fiscal year 2025.

Intellectual Properties

Iconic Characters

Sanrio's iconic characters are beloved figures that have defined the company's culture, often featuring anthropomorphic animals or whimsical humans with endearing personalities and simple designs. These characters, many introduced in the and , emphasize themes of , , and everyday joys, contributing to Sanrio's global appeal through merchandise, media, and collaborations. While Sanrio has developed over characters since its founding, a select few stand out for their enduring popularity and cultural impact, as evidenced by fan-voted rankings and merchandise sales. Hello Kitty, Sanrio's flagship character, debuted in 1974 as a young British girl depicted as an anthropomorphic with a signature red bow and no mouth, allowing fans to project emotions onto her. Born on November 1 in the suburbs of , she lives with her parents and twin sister Mimmy, who shares her love for making friends; her hobbies include baking cookies and crafting. Hello Kitty has topped Sanrio's annual character rankings multiple times historically and remains a top-10 staple, symbolizing innocence and universality with over 50 years of merchandise dominance. My Melody, introduced in 1975 as a gentle inspired by , hails from the enchanted forest of Mariland and is known for her pink hood and optimistic spirit. She enjoys baking cookies with her mother and favors as her treat of choice, often using her kindness to resolve conflicts with her rival Kuromi. Ranking consistently in the top 10 of Sanrio's character polls, My Melody represents sweetness and forgiveness, with her storylines emphasizing family bonds and creativity. Keroppi, a cheerful created in 1988, resides in a large house on the edge of vibrant Donut Pond with his brother, sister, and parents, embodying an adventurous and empathetic nature. With his , V-shaped smile, and pink cheeks, Keroppi loves swimming, exploring, and helping friends, often leading group activities in his pond community. His energetic personality has secured him a loyal following, frequently placing in the upper ranks of fan rankings for his relatable, outdoorsy charm. Badtz-Maru, debuting in 1993 as a spiky-haired penguin from Gorgeoustown, brings a mischievous edge to Sanrio's lineup as a first-grader who lives with his pinball-enthusiast father and doting mother. Despite his "bad boy" attitude—complete with X-mark motifs symbolizing rebellion—he harbors a soft spot for friends and dreams of world domination in a playful way. Badtz-Maru's cool, irreverent vibe appeals to older fans, contributing to his steady presence in merchandise and rankings. More recent icons like Pompompurin, a laid-back launched in 1996, wear a signature brown and prioritize naps, walks, and over excitement, often saying "let's go out!" to rally friends. He claimed the top spot in the 2025 Sanrio Character Ranking with over 5.6 million votes, highlighting his appeal as a relaxed companion in a fast-paced world. Cinnamoroll, introduced in 2001 as a fluffy white puppy with cinnamon-roll ears and tail, serves as the mascot of Cafe Cinnamon in Sucre Town, where his shy yet friendly demeanor leads him to nap on laps and fly by flapping his long ears. Ranking second in 2025 with more than 5.4 million votes, Cinnamoroll's dreamy, aerial adventures underscore Sanrio's evolution toward softer, fantastical elements. Kuromi, My Melody's rival since her 2005 debut, is a tomboyish in a black jester's hat adorned with a skull, blending punk aesthetics with a hidden girly side—she adores diary entries and romance novels. Living as a free spirit in Mariland, Kuromi's cheeky pranks and underlying loyalty have propelled her to fourth place in the 2025 rankings, representing Sanrio's embrace of edgier, multifaceted personalities.

Character Management and Rankings

Sanrio's character management involves a structured approach to creation, development, and portfolio diversification, emphasizing aesthetics and fan engagement to sustain long-term appeal. Since the company's in , it has produced over 450 characters, with designers focusing on simple, abstract designs that evoke emotional connections without overt narratives. For instance, , created by in 1974, exemplifies this with her mouthless face and red bow, allowing broad interpretation and adaptability across products. Currently, Sanrio releases 5 to 10 new characters annually through in-house teams, though most achieve only short-term popularity before fading, while core icons like My Melody and Keroppi endure through gradual evolutions that preserve essential traits. In recent years, management strategies have shifted toward reducing over-reliance on , which once accounted for 75% of sales but now represents about 35% as of the fiscal year ending March 2025, with further diversification in from 99% in 2013 to about 60% as of 2025. Since the fiscal year ended March 31, 2022, Sanrio has developed multiple character brands to stabilize revenue, contributing to a V-shaped recovery and record operating profits by March 31, 2025. Fan input is integrated early via a dedicated app during development, ensuring characters resonate with global audiences, while collaborations and media expansions—such as films and games—enhance IP attributes. Tools like AI are employed to combat counterfeits, and the portfolio is expanded into new demographics, including boys and emerging markets like the and . As of November 2025, Sanrio continues to release new characters and expand IPs through digital and sustainable initiatives. The Sanrio Character Ranking, an annual fan-voted poll launched in 1986, serves as a key mechanism for assessing and influencing character popularity, now in its 40th edition as of 2025. Conducted online and in stores from to May, it garners tens of millions of votes—63,160,696 in 2025—across approximately 90 characters, with results announced in June to guide promotions and product prioritization. Historically, has topped the ranking 15 times, underscoring her enduring status, though recent shifts highlight rising stars. The 2025 results, for example, crowned Pompompurin first with 5,613,659 votes, followed by (5,427,983 votes) and Pochacco (3,935,101 votes), with placing fifth. This ranking directly informs business strategy by quantifying demand, enabling targeted events that boost engagement and sales in licensing and merchandise. High-ranking characters receive amplified visibility through limited-edition goods, collaborations, and media tie-ins, while lower performers may see reduced focus, helping Sanrio allocate resources efficiently across its IP ecosystem.
RankCharacterVotes (2025)
1Pompompurin5,613,659
25,427,983
3Pochacco3,935,101
4Kuromi3,652,492
53,349,642

Media Productions

Films and Animation

Sanrio's involvement in animation began in the mid-1970s, marking an early expansion beyond merchandise into media production. The company's first animated film, Chiisana Jumbo (Little Jumbo), was released in 1977, introducing audiences to original stories with themes of friendship and adventure. This was followed by a series of feature-length films in the late 1970s and early 1980s, often exploring darker or more introspective narratives distinct from the cute character focus that would later dominate. Notable examples include Chirin no Suzu (Ringing Bell, 1978), a tale of a young lamb seeking revenge after losing his mother to a wolf, and Unico (1981), an adaptation of Osamu Tezuka's work featuring a unicorn's journey through magical realms. These productions, distributed under the Sanrio Films label, showcased the company's ambition to blend emotional depth with animation artistry, though they received mixed commercial success. By the late 1980s, Sanrio shifted toward shorter formats and character-driven content, leveraging its iconic properties like Hello Kitty in original video animations (OVAs) and television series. The Hello Kitty and Friends OVA series (1989–1998) adapted classic fairy tales, such as Hello Kitty no Cinderella (1989), reimagining stories with Sanrio characters in whimsical, family-friendly settings. This era also saw the launch of TV anime like Hello Kitty's Furry Tale Theater (1987), a U.S.-produced series where characters retold global folktales, airing 26 episodes to promote themes of morality and creativity. Domestic series such as Kitty's Paradise (1999–2008) further embedded Sanrio characters in everyday slice-of-life adventures, running for 32 episodes and emphasizing friendship among figures like Hello Kitty, My Melody, and Keroppi. In the and beyond, Sanrio diversified into digital and streaming , partnering with platforms to reach global audiences. the Movie (2007) highlighted the puppy character's origins in a that grossed modestly in while boosting merchandise ties. More recently, (2018–2023), a original co-produced with Fanworks, transformed the character into a working adult venting frustrations through , earning acclaim for its relatable portrayal of office life and spanning five seasons. Ongoing series like Hello Kitty and Friends Supercute Adventures (2018–present) deliver short, episodic content featuring multiple characters in lighthearted escapades, amassing millions of views and adapting to trends. In October 2025, and announced an upcoming animated centered on , scheduled for theatrical release on July 21, 2028. These efforts underscore Sanrio's evolution from experimental films to accessible, character-centric that reinforces its brand worldwide.

Video Games

Sanrio's involvement in video games began in the late 1980s and early 1990s, primarily through its subsidiary Character Soft, which published titles featuring the company's iconic characters on platforms targeted at the Japanese market. The first Sanrio , Sanrio Carnival, was released for the Famicom on November 22, 1990, as a puzzle game where players manage attractions and serve guests using characters like and My Melody. A port followed in 1991, expanding the game's accessibility on handheld devices. These early releases emphasized cute, aligned with Sanrio's aesthetic, though they were mostly localized to and achieved modest commercial success. Subsequent titles in the 1990s and early 2000s built on this foundation, focusing on platformers and adventure games. Hello Kitty World, a 1992 Famicom platformer developed by Pax Softnica, reimagined the mechanics of Nintendo's Balloon Kid with Hello Kitty as the protagonist navigating levels by floating with balloons and avoiding obstacles. By the mid-2000s, Sanrio ventured into more ambitious formats, including the massively multiplayer online role-playing game (MMORPG) Hello Kitty Online in 2008, developed by Sanrio Digital and TYO Games, where players explored a virtual world populated by Sanrio characters, engaging in quests and social interactions. This title marked Sanrio's push into online gaming, though it faced challenges with server maintenance and was discontinued in 2017. Other notable entries from this era include Hello Kitty Seasons (2010) for Wii, a town-building simulation that cycled through seasonal themes with customizable Sanrio characters. In recent years, Sanrio has shifted toward mobile, PC, and cross-platform experiences, leveraging digital distribution for global reach. Hello Kitty Island Adventure, launched on Apple Arcade in July 2023 and ported to Nintendo Switch, Steam, and PC in January 2025, is a cozy adventure game blending exploration, puzzle-solving, and friendship-building with over 500,000 units sold in its first 30 days following the console release and recognition as Apple Arcade's 2023 Game of the Year. Similarly, My Hello Kitty Cafe debuted on Roblox in April 2022, attracting over 500 million visitors as of November 2025 through cafe management and customization featuring Sanrio characters. Rhythm-based titles like Hello Kitty and Friends Happiness Parade (2022) for Nintendo Switch further diversified the portfolio, combining endless runner elements with music gameplay. These modern releases highlight Sanrio's adaptation to digital trends, often through partnerships with platforms like Roblox and Apple, prioritizing accessible, heartwarming content that fosters community engagement.

Business Ventures

Publishing

Sanrio's publishing operations began in 1966 with the release of the poetry collection Loving Songs, marking the company's initial foray into planning and sales of publications. This early effort laid the foundation for a broader publishing portfolio that integrated with Sanrio's core focus on social communication gifts. By 1969, the company established Sanrio Greeting Co., Ltd., to specifically handle the planning and sales of greeting cards, which became a staple of its output. In 1973, Sanrio merged with Sanrio Greeting Co., Ltd., consolidating the greeting card business under its main operations. A pivotal development occurred in 1975 with the establishment of Strawberry Newspaper, Sanrio's flagship magazine aimed at children, particularly girls, featuring news on its characters, products, crafts, and the inaugural Sanrio Character Ranking poll. Published bimonthly, the magazine has served as a key engagement tool for fans, offering tutorials on drawing characters, , and papercrafts, while fostering community through its content on Sanrio's universe. In 2025, Sanrio celebrated the magazine's 50th anniversary with the release of commemorative merchandise, including clear cards and special editions, highlighting its enduring role in the fan community. Today, Sanrio's principal businesses include the planning and sale of books and greeting cards alongside its character merchandise, with publications often centering on its intellectual properties like and My Melody. Sanrio's publishing extends to character-driven books, including activity books, story collections, and art volumes, such as those featuring illustrator Keibun Ōta's works. Internationally, the company pursues strategic partnerships to expand its reach; in 2020, Sanrio collaborated with Egmont Publishing to launch a program encompassing magazines and books targeted at young readers in . Similar ventures include graphic novel series with Media's imprint, producing original adventures for characters like since 2019, and Oni Press's Gudetama comic guides starting in 2020, each focusing on life-themed stories in format. Additionally, Sanrio owns the series, which bolsters its children's publishing lineup; this includes digital e-book releases in partnership with Penguin Young Readers Group, making 40 titles available on platforms like Nook and iBooks since 2013. These efforts emphasize accessible, smile-inducing content that aligns with Sanrio's mission of connecting people through cute and heartfelt narratives.

Licensing and Collaborations

Sanrio's business model heavily relies on licensing its intellectual properties, particularly its characters like , to third-party companies for the production and distribution of merchandise across various categories. This approach allows the company to expand its global reach without directly manufacturing products, generating revenue through royalties while maintaining brand control. Licensing opportunities are available in multiple territories, including the , , , , and parts of such as , , , , Korea, and . Interested partners can apply by contacting regional representatives via Sanrio's official business opportunities page, which facilitates agreements for categories like apparel, toys, and lifestyle goods. The company's licensing strategy emphasizes research-driven decisions, incorporating social listening and annual character popularity polls to align collaborations with consumer trends such as , , and "" appeal. Sanrio prioritizes partnerships that reflect core values like , , and inclusivity, ensuring character designs remain versatile for cross-category applications. This focus contributed to significant growth in licensing sales in 2024, supporting overall record financial results for the ending March 2025 with sales increasing 44.9% to 144.9 billion yen, driven in part by licensing expansions. Notable collaborations span , , and consumer products. In apparel and , Sanrio has partnered with like , PUMA, , Zara, , and , producing items such as limited-edition and wear, particularly highlighted during Hello Kitty's 50th anniversary in 2024. In toys and games, a 2019 international licensing agreement with granted rights to develop dolls, playsets, puzzles, plush toys, and vehicles featuring and friends like Keroppi and My Melody, targeting markets in , , , , and , with launches beginning in fall 2020. Recent expansions include sports-themed licensing with the NBA and MLB for anniversary merchandise, as well as collegiate apparel deals with Blue84 and Zephyr in 2025 for -themed hoodies, t-shirts, and headwear. In beauty and wellness, a 2025 limited-edition collaboration with Lush, launched in April, introduced bath bombs, shower gels, soaps, and bubble bars featuring characters like , My Melody, , and Kuromi, emphasizing themes of friendship. These partnerships, along with others like Pop and Build-A-Bear, underscore Sanrio's strategy of selective, high-impact collaborations to foster experiential and collectible products.

Sustainability and Impact

Environmental Initiatives

Sanrio has integrated environmental into its core operations under the materiality theme of "Care for the Global Environment," emphasizing reductions in (GHG) emissions, efficient resource use, and waste minimization to support a . These efforts, aligned with the company's Integrated Report strategies for sustainable growth, follow broader ESG priorities, overseen by its Sustainability Committee, which meets quarterly to monitor progress. In addressing , Sanrio focuses on mitigating GHG emissions across Scopes 1, 2, and 3, following on Climate-related Financial Disclosures (TCFD) recommendations. It conducts scenario analyses for 1.5°C, 2°C, and 4°C warming pathways, estimating potential financial impacts such as 156 million yen from carbon taxes and 566 million yen from physical risks by 2035. Key initiatives include switching to LED lighting at facilities like , transitioning to sea freight for overseas shipments, and planning installations. Sanrio has set ambitious targets: a 60% reduction in Scope 1 and 2 emissions by FY3/2027 (baseline FY3/2019) and a 10% reduction in Scope 3 emissions per unit of sales by the same period. Achievements include Scope 1 emissions dropping from 2,764.7 t-CO2eq in FY3/2019 to 981.2 t-CO2eq in FY3/2025, and Scope 2 from 10,111.6 t-CO2eq to 8,711.7 t-CO2eq over the same timeframe. Additionally, the company promotes heatstroke prevention at parks like Harmonyland through mist showers and cooling merchandise to build resilience against climate impacts. For and waste reduction, Sanrio optimizes inventories to minimize disposed products and promotes reusable materials. It has shifted to paper shopping bags and plant-derived gift bags, while reusing nearly 100% of at its distribution center—recycling 382 tons and reusing 145,519 boxes in FY3/2025. The company targets an 80% reduction in product waste by FY3/2025 (baseline FY3/2021), achieving over 90% by FY3/2024, with waste costs falling from 87.62 million yen in FY3/2023 to 40.24 million yen in FY3/2024 and further to 21.80 million yen in FY3/2025. Sanrio extends its environmental efforts through global awareness campaigns, partnering with the United Nations since 2019 under the #HelloGlobalGoals initiative to promote Sustainable Development Goals (SDGs), including SDG 13 (Climate Action) and SDG 14 (Life Below Water). This includes a video series on Hello Kitty's YouTube channel featuring UN experts to educate youth on environmental issues. In 2023 and 2024, collaborations with the UN Development Programme (UNDP) produced videos like "Let’s learn with Kitty!" and a joint call with Frankie the Dino on World Environment Day, urging action to limit warming to 1.5°C under the Paris Agreement and engaging fans across 130 countries. In June 2025, Hello Kitty joined the UN at Expo 2025 Osaka to inspire action on complex global issues, turning them into opportunities for youth leadership.

Cultural and Social Influence

Sanrio has profoundly shaped global perceptions of Japanese culture through its promotion of (cuteness), a aesthetic that emphasizes innocence, simplicity, and emotional warmth. Founded in 1960, the company pioneered the commercialization of cute characters on everyday items like stationery and apparel, with 's debut in 1974 marking a pivotal moment in embedding into and beyond. This influence extended internationally as became a cornerstone of Japan's "" strategy, rebranding the nation post-World War II from militaristic imagery to one of approachable charm and . By the 1980s, served as UNICEF's children's ambassador in the U.S. and later as a tourism envoy for and , fostering cross-cultural connections and boosting Japan's image as a leader in creative exports. The cultural reach of Sanrio's characters has permeated fashion, art, and pop culture worldwide, inspiring movements like street style and influencing Western designers in the and . , in particular, evolved from a niche product to a global phenomenon, generating significant revenue—such as $96 million in profits from North and by 2002—and symbolizing adaptability in that allows diverse audiences to project their identities onto the characters. This flexibility has empowered marginalized groups, including women and youth, by promoting self-expression and vulnerability, while subcultures like Gothic Lolita emerged in the as darker interpretations of amid economic challenges in . Sanrio's approach has thus transformed cuteness from a postwar commercial trend into a of and . On the social front, Sanrio integrates its characters into initiatives that promote , inclusion, and support for vulnerable populations, aligning with its of "small gift, big smile." The Sanrio Nakayoku Project, launched to realize "Minna Nakayoku" (everyone getting along together), involves global partnerships like collaborations with the (JICA) to raise hygiene awareness in countries such as , using multilingual resources in English and as of 2025. In 2025, the project extended to , where Sanrio partnered with The Children Charity Association for interactive activities supporting children with hearing impairments. Additionally, the Sanrio Foundation, established in 2010, focuses on bringing joy to hospitalized children worldwide through character visits, gift distributions, and hospital decorations in underprivileged areas, starting with programs in , , and . These efforts, including donations and disaster relief via "Sanrio Character Aid," underscore the company's commitment to social harmony and have inspired acts of campaigns that encourage across demographics.

References

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