CCIS

創造産業・コンテンツ産業研究会

Aim

This project, "CCIS (Creative and Content Industries Studies)," aims to historically explore the characteristics and the mechanisms of industry development in Japanese creative industries, focusing on the content industries and the behavior of firms.


目的:日本のクリエイティブ産業やコンテンツ産業を経営史的に研究しているグループです。

進捗:研究成果については科研費データベースもご覧ください:第1期 here , 2here


Members

  • Kondo, Hikaru (Junior Associate Professor, Nihon University)

  • Miyata, Kenichi (Associate Professor, Meiji University)

  • Hasebe, Hiromichi (Associate Professor, Kyorin University)

[past member]

  • Sakamoto, Jun (Chiba University of Commerce)


Funding Support

  • Japan Society for the Promotion of Science, Grant-in-aid for Scientific Research of JSPS (KAKENHI), Ref. 22K01681) (Apr 2022 - Mar 2026)

"A Business History of Media Mix on the Co-Creation Activities of the Firms: Historical Analysis of Coevolving Japanese Creative Industries"

  • Japan Society for the Promotion of Science, Grant-in-aid for Scientific Research of JSPS (KAKENHI), Ref. 18K01769) (Apr 2018 - Mar 2023)

"A Business History of Mediamix on Corporate Diversification: A Comparative Study of Firms in Japanese Creative Industries"


Presentation

  • Hiromichi Hasebe, Hikaru Kondo and Kenichi Miyata. "Emerging a New Combination toward a Media Mix of Music and Anime: A Twist and Turn of Nippon Columbia and the Rise of the Anison Genre in the 1960s and 1990s" at the 25th Annual Congress of EBHA, June 24, 2022.

  • Hikaru Kondo, Jun Sakamoto and Kenichi Miyata. "Creative Technology and Co-evolution of Content Industries: Commercializing Computer Graphics in Japanese Video Game and Animation Industries" at the 2nd WCBH / the 24th Annual Congress of EBHA, September 9, 2021.

  • Kenichi Miyata, Hikaru Kondo and Jun Sakamoto. "Demand Pulls Capabilities in Shogakukan: Growing a Domestic Publisher into a Global Media Mixer via Manga Industry" at the 23rd Annual Congress of EBHA, August 31, 2019.

  • Jun Sakamoto, Kenichi Miyata and Hikaru Kondo. "The Role of Middlemen in Creative Industries as Story Sellers: Mediamixing Mobile Suit Gundam during the 1980s in Japan" at the 22nd Annual Congress of EBHA, September 7, 2018.

  • Hikaru Kondo, Kenichi Miyata and Jun Sakamoto. "The Development of Media Mix Strategy on Nintendo: Globalizing Pikachu through Emergent to Deliberate Strategies" at the 21st Annual Congress of EBHA, August 25, 2017.


Paper

  • 坂本旬(2021)「2DCG for Labour Saving, 3DCG for New Expression : The Introduction of Computer and Digital Technology to the Japanese Animation Industry」『千葉商大論叢 』第59巻第2号、171-187頁。

  • 近藤光(2021)「日本のゲーム産業における3D表現の展開について : 技術革新とゲームコンテンツの転換」『千葉経済論叢 』64巻、59-80頁。

  • 近藤光(2020)「日本のクリエイティブ産業における多角化戦略 : バンダイナムコのケース」『千葉経済論叢 』62巻、103-122頁。


Proceedings

  • "Emerging a New Combination toward a Media Mix of Music and Anime: A Twist and Turn of Nippon Columbia and the Rise of the Anison Genre in the 1960s and 1990s," with Hiromichi Hasebe and Hikaru Kondo, for the 25th Annual Congress of EBHA, 2022.

  • "Creative Technology and Co-evolution of Content Industries: Commercializing Computer Graphics in Japanese Video Game and Animation Industries," with Hikaru Kondo and Jun Sakamoto, for the 2nd World Congress of Business History, 2021.

  • "Demand Pulls Capabilities in Shogakukan: Growing a Domestic Publisher into a Global Media Mixer via Manga Industry," with Hikaru Kondo and Jun Sakamoto, for the 23rd Annual Congress of EBHA, 2019.

  • "Development of the Nintendo Media Mix Strategy: Globalizing Pikachu through Emergent and Deliberate Strategies," with Hikaru Kondo and Jun Sakamoto, for the 21st Annual Congress of EBHA, 2017.