Pokémon’s biggest advantage is that it travels across formats

The answer is Pokémon. Its lead comes from being more than a film or television property: the franchise began with video games and grew into a system of games, animated series, trading cards, toys, films, and other licensed products. Each format can bring people into the others, while giving fans different ways to engage with the same world.

A world built for collecting

Pokémon’s central idea—finding, training, and collecting many distinct creatures—naturally supports repeat purchases. A game can introduce a new set of Pokémon; cards and toys can make those creatures tangible; an animated story can give them personalities and familiar faces. The appeal is not limited to one main character or one storyline, so the franchise can keep adding new creatures and adventures without discarding its recognizable premise.

That structure also makes the brand adaptable across ages and markets. Someone might encounter Pokémon through a game, then follow the series, trade cards, or buy a favorite character as a toy. Those products reinforce one another rather than competing for a single kind of audience.

What “highest-grossing” counts

Franchise rankings generally add revenue from multiple sources over many years, especially consumer products as well as entertainment. That makes them different from rankings of movie box-office totals alone. The exact order can depend on what a ranking includes and how it estimates sales, but Pokémon’s enormous reach across games and merchandise is the reason it sits at the top of many lifetime-revenue lists.

The striking part is the business model: a creature first encountered on a screen can become a card, a toy, and a reason to return to the next game.