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

Research Project

Project/Area Number 18K01769
Research Category

Grant-in-Aid for Scientific Research (C)

Allocation TypeMulti-year Fund
Section一般
Review Section Basic Section 07080:Business administration-related
Research InstitutionNihon University (2022-2023)
Chiba Keizai University (2018-2021)

Principal Investigator

KONDO Hikaru  日本大学, 商学部, 講師 (10762148)

Co-Investigator(Kenkyū-buntansha) 宮田 憲一  明治大学, 経営学部, 専任准教授 (00782351)
坂本 旬  千葉商科大学, 政策情報学部, 准教授 (80803296)
長谷部 弘道  日本大学, 商学部, 准教授 (40781282)
Project Period (FY) 2018-04-01 – 2024-03-31
Project Status Completed (Fiscal Year 2023)
Budget Amount *help
¥4,160,000 (Direct Cost: ¥3,200,000、Indirect Cost: ¥960,000)
Fiscal Year 2021: ¥910,000 (Direct Cost: ¥700,000、Indirect Cost: ¥210,000)
Fiscal Year 2020: ¥910,000 (Direct Cost: ¥700,000、Indirect Cost: ¥210,000)
Fiscal Year 2019: ¥1,040,000 (Direct Cost: ¥800,000、Indirect Cost: ¥240,000)
Fiscal Year 2018: ¥1,300,000 (Direct Cost: ¥1,000,000、Indirect Cost: ¥300,000)
Keywords産業の共進化 / コンテンツ産業 / メディアミックス / 企業間関係 / 消費文化 / 著作権
Outline of Final Research Achievements

This study focused on the media mix strategies and business diversification of companies in the game, animation, manga, and music industries, which are the core of Japan’s creative industries. It aimed to clarify each industry's historical development, corporate growth, and co-evolution mechanisms. Through this study, the development of media mix strategies and business diversification in the Japanese creative industries was analyzed in detail, and some of the mechanisms of co-evolution were clarified.
However, the spread of the new coronavirus restricted data collection and investigation, leading to a focus on the relationship between the demand side, such as consumers and fans, and the core companies. A future task is to further deepen the consideration of the supply side.

Academic Significance and Societal Importance of the Research Achievements

本研究が対象とするクリエイティブ産業は、メディアミックスという従来の製造業とは異なる多角化の様式を採用してきたが、これを各時代の歴史的条件や企業・企業者の主体的行動という点から長期間考察した研究は限られていた。本研究の重要な試みは、ゲーム、アニメ、マンガ、音楽といった各企業によるメディアミックス展開が各産業に対してどのような影響を与えたのかという産業の共進化についても考察する点であり、学術的意義のある試みであった。

Report

(7 results)
  • 2023 Annual Research Report   Final Research Report ( PDF )
  • 2022 Research-status Report
  • 2021 Research-status Report
  • 2020 Research-status Report
  • 2019 Research-status Report
  • 2018 Research-status Report
  • Research Products

    (12 results)

All 2024 2023 2022 2021 2020 2019 2018

All Journal Article (7 results) (of which Peer Reviewed: 1 results,  Open Access: 7 results) Presentation (5 results) (of which Int'l Joint Research: 5 results)

  • [Journal Article] Emergent Dynamics of Cultural Innovation: Globalizing Pikachu through Japanese and American System, 1990-19992024

    • Author(s)
      Kenichi MIYATA, Hikaru KONDO, Hiromichi HASEBE
    • Journal Title

      Journal of Evolutionary Studies in Business

      Volume: -

    • Related Report
      2023 Annual Research Report
    • Peer Reviewed / Open Access
  • [Journal Article] 日本のクリエイティブ産業企業の成長戦略ーセガサミーのケースー2023

    • Author(s)
      近藤光
    • Journal Title

      千葉経済論叢

      Volume: 68

    • Related Report
      2022 Research-status Report
    • Open Access
  • [Journal Article] ゲームソフトメーカーの成長戦略 ―スクウェアによるゲーム開発とコンテンツ産業における共進化―2022

    • Author(s)
      近藤光
    • Journal Title

      千葉経済論叢

      Volume: 67 Pages: 145-164

    • Related Report
      2022 Research-status Report
    • Open Access
  • [Journal Article] 2DCG for Labour Saving, 3DCG for New Expression : The Introduction of Computer and Digital Technology to the Japanese Animation Industry2021

    • Author(s)
      Jun SAKAMOTO
    • Journal Title

      千葉商大論叢

      Volume: 59(2) Pages: 171-187

    • NAID

      120007179666

    • Related Report
      2021 Research-status Report
    • Open Access
  • [Journal Article] 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2021

    • Author(s)
      近藤光
    • Journal Title

      千葉経済論叢

      Volume: 64 Pages: 59-80

    • NAID

      120007115453

    • Related Report
      2021 Research-status Report
    • Open Access
  • [Journal Article] 日本のゲーム産業における3D表現の展開についてー技術革新とゲームコンテンツの転換ー2021

    • Author(s)
      近藤光
    • Journal Title

      千葉経済論叢

      Volume: 64 Pages: 59-80

    • NAID

      120007115453

    • Related Report
      2020 Research-status Report
    • Open Access
  • [Journal Article] 日本のクリエイティブ産業における多角化戦略ーバンダイナムコのケースー2020

    • Author(s)
      近藤光
    • Journal Title

      千葉経済論叢

      Volume: 62 Pages: 103-122

    • NAID

      120006867648

    • Related Report
      2019 Research-status Report
    • Open Access
  • [Presentation] Financing the Creativity of Japanese Animation: Development of the Production Committee System from Akira to Evangelion2023

    • Author(s)
      Kenichi MIYATA, Hikaru KONDO, Hiromichi HASEBE
    • Organizer
      The 26th Annual Congress of EBHA
    • Related Report
      2023 Annual Research Report
    • Int'l Joint Research
  • [Presentation] 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 1990s2022

    • Author(s)
      Hiromichi Hasebe , Kenichi Miyata , Hikaru Kondo
    • Organizer
      European Business History Association
    • Related Report
      2022 Research-status Report
    • Int'l Joint Research
  • [Presentation] Creative Technology and Co-evolution of Content Industries: Commercializing Computer Graphics in Japanese Video Game and Animation Industries2021

    • Author(s)
      Hikaru Kondo, Jun Sakamoto, Kenichi Miyata
    • Organizer
      The 2nd World Congress of Business History
    • Related Report
      2021 Research-status Report
    • Int'l Joint Research
  • [Presentation] Demand Pulls Capabilities in Shogakukan: Growing a Domestic Publisher into a Global Media Mixer via Manga Industry2019

    • Author(s)
      Kenichi Miyata, Hikaru Kondo, Jun Sakamoto
    • Organizer
      The 23rd Annual Congress of European Business History Association
    • Related Report
      2019 Research-status Report 2018 Research-status Report
    • Int'l Joint Research
  • [Presentation] The Role of Middlemen in Creative Industries as Story Sellers: Mediamixing Mobile Suit Gundam during the 1980s in Japan2018

    • Author(s)
      Jun Sakamoto, Kenichi Miyata, Hikaru Kondo
    • Organizer
      The 22nd Annual Congress of European Business History Association
    • Related Report
      2018 Research-status Report
    • Int'l Joint Research

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Published: 2018-04-23   Modified: 2025-01-30  

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