Nikkei Business Publications, Inc. Bookmark
A Complete History of the Entertainment Business The origin and structure of “Japan as an IP Advanced Country”
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Abstract
The history of entertainment is a treasure trove of Japanese wisdom and ambition" Norihiko Sasaki, President of PIVOT
A story of the fun, zero-start challenge.
Nintendo, Pokemon, DeNA, Osamu Tezuka, BL, Comicbook Market, Shoriki Matsutaro, Disney, Evangelion, STUDIO GHIBLI, Damon Slayer, Sony, Takarazuka, Shochiku, Yoshimoto, Rikidozan, Toei, Kadokawa, Giant, New Japan Pro-Wrestling ......
This book is an entertainment business textbook that summarizes the epochs of the entertainment industry, under what circumstances and by whose hands it was born, and by what means it developed its business model. At the same time, this book is a textbook for creating a business from scratch. This is because entertainment was created from zero market. It is an extraordinary process that begins with a pure idea to make people happy, continues with investors and other supporters who see its potential, and ends with creators who supply content to the company and users who pay for it regularly.
There are signs of a new era in this industry.
Because it is intriguing and non-substantive, building a business model for the entertainment industry is very avant-garde and experimental. With this experimentation as a lead, other industries can take the time to accept and adjust to how users change with each technological innovation. Watching the damage that the music industry, the “canary of the entertainment industry,” has taken as a precursor, other entertainment industries, and even other heavy industries, are foreseeing the signs of a new era. Entertainment is a "stylistic beauty of industry" that constantly appears at the entrances/exits of social structures.
Author’s Information
Entertainment sociologist/CEO of Re entertainment. Born in Tochigi Prefecture in 1980. Graduated from the University of Tokyo Graduate School (majoring in sociology). Earned an MBA from McGill University in Canada. After working for Recruit Staffing, DeNA, and Deloitte Tohmatsu Consulting, he founded a new game development and art company in Canada and Malaysia at Bandai Namco Studios. Since 2016, he has been based in Singapore as President of Bushiroad International, where he is responsible for the overseas expansion of Japanese content (card games, anime, games, pro wrestling, music, and events). He has also served as a part-time lecturer at Waseda Business School and Nanyang Technological University, Singapore. In July 2021, he founded Re entertainment Inc., which pursues the creation and reproducibility of an entertainment economy. He currently provides consulting services to entertainment companies on IP development and overseas expansion, while also serving as an outside director for venture companies (Plott, Chara Art), conducting research and teaching at universities (visiting researcher at Keio University's Faculty of Economics, visiting researcher at Ritsumeikan University's Game Research Center, student at Waseda University), and serving in government advisory and committee roles (chief of the Ministry of Economy, Trade and Industry's Content IP Project, member of the Cabinet Office Intellectual Property Strategy Committee). His publications include "Oshi Economy," "The Genesis of the Otaku Economy," "Masters of Entertainment," and "The Complete History of the Entertainment Business" (all published by Nikkei BP), "Why Are Only Social Games Profitable?" (PHP Business Shinsho), and "The Birth of a Volunteer Society" (Mie University Press, winner of the Japan Master's Thesis Award).
| Series/Label | --- |
|---|---|
| Released Date | Mar 2023 |
| Price | ¥1,980 |
| Size | 148mm×210mm |
| Total Page Number | 304 pages |
| Color Page Number | --- |
| ISBN | 9784296001439 |
| Genre | Business > Business/Management/Self-help |
| Visualization experience | NO |




