Anime Tourism: Inside Japan’s Seichi-Junrei Economy

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Anime Tourism: Inside Japan’s Seichi-Junrei Economy

By SportsPulse Editorial Team|Updated June 18, 2026|Editorial reviewEditorial policy ›

Anime pilgrimage isn’t just a hobby — it’s a measurable force in Japan’s tourism economy, with an official association, an annual “88 sites” list, and real money behind it.

By the SportsPulse editorial team·Last verified: 18 Jun 2026·~6 min read
PHOTO / HERO差し込み予定(anime-tourism-seichi-junrei-economy/権利安全素材)
The quick version

Seichi junrei” — visiting real-world anime locations — has become a serious part of Japan’s tourism strategy. The Anime Tourism Association (founded 2016) publishes an annual “Anime Spot 88” list to spread visitors beyond big cities. A 2024 Japan Tourism Agency survey found 11.8% of inbound visitors cited anime or film locations as a reason to travel, within record inbound spending of roughly ¥8.1 trillion. For a sports-anime fan, that means real, well-supported trips. ⚠ Figures are approximate and change yearly.

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1. The big picture

How fandom became a measurable tourism economy.

Japan has turned anime fandom into infrastructure.1 What began as fans quietly visiting filming locations is now backed by public-private bodies, curated routes and real economic data — and sport stories are part of it. Planning a pilgrimage? Pair it with our guides to where to stay and getting around Japan.

2016Anime Tourism Assoc.
88annual “Anime Spot” list
11.8%inbound cite anime
~¥8.1T2024 inbound spend

2. An organised movement

An organised movement聖地巡礼の経済

The Anime Tourism Association, established in 2016, promotes pilgrimage through public-private partnerships and publishes the annual “Anime Spot 88” list — the number nodding to the famous Shikoku 88-temple pilgrimage — to steer visitors toward regional towns, not just the big cities.1 Regions increasingly build fan attractions directly into local tourism.

3. Real economic weight

The numbers are significant: a 2024 Japan Tourism Agency survey found 11.8% of inbound visitors cited anime or film locations as a reason for travelling, set against record inbound spending of around ¥8.1 trillion (tourism is now among Japan’s largest export sectors).1 For sports fans, that underpins well-supported trips to sites like the Slam Dunk crossing, Captain Tsubasa statues and Initial D’s Mount Haruna. ⚠ Survey figures are approximate and updated annually.

4. Why it matters

  • It’s organised. An official association and a curated 88-site list.
  • It’s measurable. Over a tenth of inbound visitors cite anime locations.
  • It supports real trips. Backed tourism makes pilgrimages easy.

In five lines

  • Seichi junrei is a real part of Japan’s tourism strategy.
  • The Anime Tourism Association was founded in 2016.
  • It publishes the annual “Anime Spot 88” list.
  • A 2024 survey: 11.8% of inbound visitors cited anime locations.
  • 2024 inbound spending was roughly ¥8.1 trillion.
A note on the facts: sales figures and box-office totals change and are approximate. We’ve flagged time-sensitive items with ⚠; confirm against official sources.
Sport & culture in Japan

How Japan fell in love with the game

Explore the stories, systems and culture behind Japanese sport.

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Sources & notes

  1. Anime tourism / seichi junrei economy — Anime Tourism Association (founded 2016); annual “Anime Spot 88” list (ref. Shikoku 88 temples); Japan Tourism Agency 2024: 11.8% of inbound visitors cited anime/film locations; ~¥8.1 trillion inbound spend (2024). Wikipedia
  2. Travel Voice

A culture feature dated 18 June 2026. Figures are approximate and change — flagged ⚠ items should be confirmed against official sources. This article discusses the works’ cultural impact and does not reproduce any copyrighted material.

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2026年6月16日初回公開
2026年6月18日情報を更新
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最終検証日:2026年6月18日

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最終確認日: 2026年6月18日 | 編集方針
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