08.01.2013 Views

FinNode Japan Creative industry services (pdf)

FinNode Japan Creative industry services (pdf)

FinNode Japan Creative industry services (pdf)

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

<strong>Creative</strong> Industry in <strong>Japan</strong><br />

FINNODE project 2010<br />

Finpro <strong>Japan</strong><br />

Senior Consultant<br />

Masahiro Kimura


Table of contents<br />

1. Preface ………………………………………………………………………… 3<br />

2. Overview of <strong>Creative</strong> Industry in <strong>Japan</strong> …………………………..…… 12<br />

3. Market Trend in <strong>Creative</strong> Industry ……………………………………… 29<br />

4. Government Approach to <strong>Creative</strong> Industry ………………………….. 58<br />

5. <strong>Japan</strong>’s <strong>Creative</strong> Industry and New trends of Society ………………... 71<br />

6. Suggestion & Hint to <strong>Creative</strong> Industry in Finland ………………….… 83<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 2<br />

Page


Summary of this Chapter;<br />

1. Preface<br />

21 st Century is called as <strong>Creative</strong> economy era in the context of Service<br />

Industry dominated Society than Manufacturing dominated society in<br />

developed countries.<br />

This means that structure of economy is changing from Industrial one to<br />

<strong>Creative</strong> Economy.<br />

In <strong>Japan</strong>, <strong>Creative</strong> Economy/ Industry is rising up by <strong>Japan</strong>ese original<br />

contents like Animation, Movie, Game, Design, Fashion and Pop culture.<br />

This <strong>Japan</strong> case can be reference for planning Finland‟s innovation program of<br />

Industry.<br />

In this report, figure out the situation of <strong>Creative</strong> Industry of <strong>Japan</strong> with some<br />

hints and ideas of Finland‟s <strong>Creative</strong> Industry Development program & project.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 3


Background; Structure of Economy is changing (1/2)<br />

Especially in fully developed countries, a major<br />

paradigm shift is desperately needed in response to<br />

such social changes as increasing awareness to<br />

environment, wider recognition of corporate social<br />

responsibility, and moves toward more sustainable<br />

society.<br />

Fig. 1-1 Industrial Economy to <strong>Creative</strong> Economy<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 4


Background; Structure of Economy is changing (2/2)<br />

As Stanford University professor Paul Romer argues in his "endogenous growth theory",<br />

knowledge and ideas will play significant roles for economic growth in the 21st century.<br />

Knowing that the shift is being made from Industrial to <strong>Creative</strong> Economy, many<br />

governments, from local to central, are now trying to develop a creativity-based society<br />

in order to achieve their own sustainable growth.<br />

Fig. 1-2 <strong>Creative</strong> Economy Century<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 5


Background; <strong>Creative</strong> <strong>industry</strong>, Production & Service<br />

• Service Industry dominated society drives development of new emerging<br />

<strong>industry</strong> field, <strong>Creative</strong> Industry, which overlaps cultural <strong>industry</strong> service<br />

sector.<br />

• It is estimated that <strong>Creative</strong> <strong>industry</strong> service/community can be one<br />

solution of people‟s problem as a part of Human technology, which refers<br />

technology adding people‟s mental, physical, social wellbeing and<br />

promotion of human dignity.<br />

• <strong>Creative</strong> Industry and its <strong>services</strong> concern about delivering value including<br />

cultural wellbeing and social wellbeing.<br />

• <strong>Creative</strong> Industry Studies are concerned with financing structures, valueadded<br />

chains, organizational change in the cultural sector, and with legal<br />

and cultural policy frameworks.<br />

• It is said that <strong>Creative</strong> <strong>industry</strong> contributes to an overlap with definitions of<br />

art and culture, and even aspects of traveling activities and sport.<br />

Educated consumers‟ Wellbeing & Personal development trend is pushing<br />

not only production side but also service side of <strong>Creative</strong> <strong>industry</strong>.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 6


Background; <strong>Japan</strong> can be a reference for Finland<br />

• <strong>Japan</strong>'s <strong>Creative</strong> <strong>industry</strong> remains vibrant and with growing popularity<br />

in Europe and America as well as Asia, the phenomenon of "Cool<br />

<strong>Japan</strong>" is being observed.<br />

• Examples of this phenomenon include the movie awards for an<br />

animated film as well as the affection overseas for <strong>Japan</strong>ese<br />

character e.g. Pokemon and Hello Kitty. In addition, there are many<br />

<strong>Japan</strong>ese films are being remade overseas with a large number of<br />

<strong>Japan</strong>-themed movies.<br />

• This kind of <strong>Japan</strong>ese pop culture is something by which the values<br />

that have been nurtured by <strong>Japan</strong> over the centuries and have<br />

become increasingly universal are, through full use of modern<br />

technology, being evinced in a new manner.<br />

• These phenomena could be able to be a hint for promoting Finnish<br />

<strong>Creative</strong> Industry, and its strategy. Further more survey contents<br />

should be a future reference for regional creative economy<br />

development programes & innovation projects of Finland.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 7


Targets of Analysis (1/2)<br />

• In this survey, the main focus is to identify <strong>Japan</strong>ese<br />

specific figure of <strong>Creative</strong> <strong>industry</strong> and related service<br />

sector to contribute business/industrial development:<br />

1. Identifying Range of creative industries in <strong>Japan</strong><br />

2. Defining General market trend and Perspectives on the<br />

Size & Shape of <strong>Creative</strong> Industry Sectors in <strong>Japan</strong><br />

3. Observing Governmental approach to <strong>Creative</strong> Industry,<br />

<strong>Japan</strong>ese Intellectual Property Power and its role in<br />

international market, The NPO Market as Incubator and<br />

Contribution to Economy<br />

4. <strong>Japan</strong>'s specific technical items for new <strong>industry</strong> innovation<br />

in terms of ICT from cross industrial point of view.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 8


Targets of Analysis (2/2)<br />

• This survey will abstract <strong>Japan</strong>'s Trend for Product<br />

and Service by view point of "<strong>Creative</strong> Industry" that<br />

can be recognized as new business conceptual<br />

segment of cultural <strong>industry</strong>, and expected to:<br />

1. How "<strong>Creative</strong> Industry <strong>services</strong>" can deliver the value for<br />

cultural wellbeing and social wellbeing in <strong>Japan</strong>?<br />

2. <strong>Japan</strong>'s value-added chains, organizational change in the<br />

cultural <strong>industry</strong> sector and cultural policy promotion<br />

frameworks.<br />

3. New business structure & models, market disruptions in<br />

creative <strong>industry</strong> markets in <strong>Japan</strong>: what are the new ways<br />

to do business e.g. social media earning models, new<br />

combinations of subsectors etc.?<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 9


Issues to be picked up in this report<br />

• The following issues are to be taken up in the report:<br />

1. <strong>Japan</strong>'s fundamental recognition including e.g. Definition of <strong>Creative</strong><br />

Industries, Differences between the cultural <strong>industry</strong> and creative<br />

<strong>industry</strong>, Difference between industrial and intellectual, Cross<br />

industrial promotion and Environmental agenda and <strong>Creative</strong><br />

Industry.<br />

2. <strong>Japan</strong>ese specific figure of <strong>Creative</strong> <strong>industry</strong> and related service<br />

sector described in previous chapter.<br />

3. Market trend for the fields of e.g. Advertising, TV and Animation,<br />

Design, Architectural Design, Communication Design, Fashion<br />

Design, Editing- criticism and media, Movie <strong>industry</strong> and video, Art<br />

and Illustration, Digital media, Computer Game development,<br />

Handicraft, Performing art, Music Industry and Publication<br />

4. Case studies regarding <strong>Japan</strong>ese specific trend and event e.g.<br />

Kawaii, Otaku (geek, fanatic), Mediamix, Cool <strong>Japan</strong>, Regional<br />

regeneration project by creative sectors, together with their business<br />

model domestic and internationally.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 10


Goals and method of Research<br />

• This report identify <strong>Japan</strong>'s <strong>Creative</strong> industries, by taking into account<br />

that a shift is being made from "Industrial Economy" to "<strong>Creative</strong><br />

Economy" in <strong>Japan</strong> and many other industrialized countries.<br />

� Since there is no official definition on <strong>Creative</strong> Industry in <strong>Japan</strong>, we<br />

will define the <strong>industry</strong> with our own scope by explaining the relation<br />

of "Cultural Industry", "Content Industry" and "<strong>Creative</strong> Industry".<br />

� Then current status of the <strong>industry</strong> is summarized, find some<br />

potential factors, and hopefully discuss the future perspective of<br />

<strong>Japan</strong>'s creative <strong>industry</strong>.<br />

• This report also introduce some distinctive approaches by governments,<br />

ministries and private sectors, and would finally try to make some<br />

suggestion to the Finnish future <strong>industry</strong> policy.<br />

Public documents, literatures, and preceding studies are the main sources of reference,<br />

adding Finpro’s knowledge and expertise in this field. JRI (<strong>Japan</strong> Research Institute<br />

http://www.jri.co.jp/english/ ) is used as outsourcing service provider to collect information,<br />

and support drafting of the report.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 11


2. Overview of <strong>Creative</strong><br />

Summary of this Chapter;<br />

Industry in <strong>Japan</strong><br />

In late 1990s, UK started national development strategy by <strong>Creative</strong> Industry.<br />

Because of early timing action, UK‟s definition of <strong>Creative</strong> Industry becomes<br />

de-facto standard. But on the other hand, other international parties determine<br />

their own definition.<br />

In this chapter, the definition of <strong>Japan</strong>‟s creative <strong>industry</strong> is made. From that<br />

definition, <strong>Japan</strong> specific <strong>industry</strong> segments based on <strong>Japan</strong>ese culture can<br />

be found.<br />

It is recognized that such <strong>Japan</strong> specific segments can be advantage in<br />

International market.<br />

Size of <strong>Japan</strong>‟s market and deep consideration about the structure of <strong>Creative</strong><br />

Industry are explained, too.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 12


Historical background of <strong>Creative</strong> Industry<br />

• In late 1990s UK started the development of "<strong>Creative</strong> Industry" as a<br />

part of its national brand strategy. In "<strong>Creative</strong> Industries Mapping<br />

Document" published in 2001, Department for Culture Media and<br />

Sport (DCMS) defined thirteen industries as UK's <strong>Creative</strong> Industry<br />

sectors. The sectors include advertising, architecture and others.<br />

Since then UK has been implementing its <strong>Creative</strong> Industry strategy in<br />

line with the framework.<br />

• UK defines its <strong>Creative</strong> Industries as follows;<br />

� "Those industries which have their origin in individual creativity,<br />

skill and talent and which have a potential for wealth and job<br />

creation through the generation and exploitation of intellectual<br />

property.“<br />

• UK clearly addresses that <strong>Creative</strong> Industries deal with wealth,<br />

economy, job creation and intellectual properties that are stimulated<br />

by creativity.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 13


<strong>Japan</strong>‟s situation, Past and Present<br />

• Compare with UK situation, <strong>Japan</strong> has no official definition on its <strong>Creative</strong><br />

Industry. Various government ministries and agencies have had their own digital<br />

content strategies or <strong>Japan</strong> brand strategies, reflecting a position of each<br />

organization.<br />

� As a whole, <strong>Japan</strong>'s "Content Industry" policies have been heavily focused<br />

on digital media industries.<br />

� But in a recent document, METI reflects on the less-coordinated approaches<br />

on the content <strong>industry</strong> of the past, and discusses a need for long-term<br />

strategy and cross- ministerial approach for <strong>Japan</strong>'s creative industries. The<br />

document "Bunka Sangyo Taikoku ni Mukete (Towards a World Power on<br />

Cultural Industry)" was presented to the members of Industrial Structure<br />

Council, the Ministry of Economy, Trade and Industry (METI) in April 2010.<br />

� And finally in the "Industrial Structure Vision 2010" published by the<br />

Industrial Structure Council in June 2010, <strong>Creative</strong> Industry was newly<br />

recognized as one of five strategic areas to strengthen <strong>Japan</strong>'s global<br />

competitiveness.<br />

• The vision clearly states the need for establishing a <strong>Creative</strong> Industry strategy in<br />

order to leverage not only <strong>Japan</strong>'s pop culture but also traditional culture to<br />

improve <strong>Japan</strong>'s global presence and competitiveness. METI indicates that<br />

"fashion", "food", "living", "tourism" as well as manga, anime and other contents,<br />

could play key roles in creating domestic and international demand and<br />

improving the current employment situation in <strong>Japan</strong>.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 14


Definition of <strong>Creative</strong> Industry (1/2)<br />

• There are many definitions and scopes for <strong>Creative</strong> Industry.<br />

• UK's DCMS lists the thirteen creative <strong>industry</strong> sectors in alphabetical<br />

order and treats them in the same manner, while the UNCTAD<br />

classification of creative industries is divided into four broad groups:<br />

heritage, arts, media and functional creations, then these groups are in<br />

turn divided into nine subgroups.<br />

• Concentric Circles Model, advocated by David Throsby and many<br />

other scholars, explains that "Core creative arts" is placed at the center<br />

of the circle and larger circles are surrounding it concentrically<br />

according to the level of economic significance of the creative activities.<br />

• World Intellectual Property Organization (WIPO) categorizes creative<br />

<strong>industry</strong> sectors into the three groups; "core copyright industries",<br />

"Interdependent copyright industries", and "Partial copyright industries"<br />

to reflect the level of relation to intellectual property rights.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 15


Definition of <strong>Creative</strong> Industry (2/2)<br />

Fig. 2-1 Models of definitions by several sectors<br />

• (Note) * "DCMS": Department for Culture Media and Sport. * "UNCTAD": United Nations Conference on Trade and Development. * "WIPO": World<br />

Intellectual Property Organization.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 16


Definition of <strong>Creative</strong> Industry (UK DCMS Model)<br />

• Advertising<br />

• Architecture<br />

• Art & Antiques<br />

• Crafts<br />

• Design<br />

• Designer fashion<br />

• Video, Film & Photography<br />

• Music<br />

• Visual & Performing Arts<br />

• Publishing<br />

• Software<br />

• Computer Games & Electronic Publishing<br />

• Radio and TV<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 17


Definition of <strong>Creative</strong> Industry (UNCTAD Model)<br />

• Four broad groups<br />

1. Heritage<br />

2. Arts<br />

3. Media<br />

4. Functional creations<br />

• Nine subgroups<br />

1. Cultural sites<br />

2. Traditional cultural expressions<br />

3. Visual arts<br />

4. Performing arts<br />

5. Publishing and printed media<br />

6. Audiovisuals<br />

7. Design<br />

8. New media<br />

9. <strong>Creative</strong> <strong>services</strong><br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 18


Definition of <strong>Creative</strong> Industry (Concentric Circles Model)<br />

A. Core creative arts<br />

Literature<br />

Music<br />

Performing arts<br />

Visual arts<br />

B. Other core cultural industries<br />

Film<br />

Museums and libraries<br />

C. Wider cultural industries<br />

Heritage <strong>services</strong><br />

Publishing<br />

Sound recording<br />

Television and radio<br />

Video and computer games<br />

D. Related industries<br />

Advertising<br />

Architecture<br />

Design<br />

Fashion<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 19


Cultural Industry and <strong>Creative</strong> Industry sectors<br />

Cultural Industry<br />

• An intellectual domain in which arts and culture are the focus of preservation, academic<br />

researches, promotion and financial support. Public museums play central roles in the<br />

preservation of cultural heritage.<br />

Contents sector<br />

• An industrial domain where economic values are pursued and created by monetizing such<br />

contents as films, games, or design.<br />

<strong>Creative</strong> service sectors<br />

• A social domain where not only economic but also social values are created through a growing<br />

presence of creative <strong>services</strong> in society, which can be enhanced by interaction and resonance of<br />

various elements across different industries.<br />

Table 2-1 Different feature between Cultural Industry and <strong>Creative</strong> Industry<br />

Cultural Industry <strong>Creative</strong> Industry<br />

Content sector <strong>Creative</strong> <strong>services</strong> sector<br />

Sub sector Museum, etc. Video, music, film, game, etc. Advertising, architectural <strong>services</strong>,<br />

design <strong>services</strong>, food, tourism,<br />

healthcare, etc.<br />

To promote Culture, academic concept Contents <strong>Creative</strong> lifestyle, sustainability,<br />

Created Value Intrinsic, cultural value Industrial, economic value Instrumental, social value<br />

Key enabler Aesthetic value Copyright Internet, social media<br />

Creating entity Professional artist Professional designer, creator Consumer, individual, community<br />

Supporting agency Cultural agency, arts patronage Economy, <strong>industry</strong> and technology<br />

agencies<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 20<br />

etc<br />

Local community, art NPO


Focal area of <strong>Creative</strong> <strong>industry</strong><br />

• <strong>Creative</strong> Industry is made of "Content sector" which could generates economic<br />

values and "<strong>Creative</strong> <strong>services</strong> sector" that could creates social values, and would<br />

focus on these sectors in <strong>Japan</strong>.<br />

Fig. 2-2 Concept and structure of <strong>Creative</strong> Industry<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 21


Identifying <strong>Creative</strong> Industry Sectors in <strong>Japan</strong><br />

• 13 <strong>Creative</strong> Industry sectors of the UK are juxtapose to<br />

the focus areas of <strong>Japan</strong>ese ministries in their respective<br />

plans and strategies. It is obvious that, unlike the UK,<br />

<strong>Japan</strong> could not have made a coordinated approach<br />

toward creative and content industries.<br />

• The <strong>Japan</strong>ese government just recently began to realize<br />

the need for establishing a <strong>Creative</strong> Industry strategy.<br />

They plan to leverage not only <strong>Japan</strong>'s pop culture but<br />

also traditional culture to improve <strong>Japan</strong>'s global presence<br />

and competitiveness by creating domestic and<br />

international demand and improving the current<br />

employment situation in such areas as "fashion", "food",<br />

"living", "tourism" etc.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 22


Definition of <strong>Creative</strong> Industry in <strong>Japan</strong><br />

Following table shows the classification of <strong>Japan</strong>ese <strong>Creative</strong> Industry sectors made for this<br />

report. We followed Digital Content Association of <strong>Japan</strong> (DCAJ) for the classification of<br />

content sector, referred to the UK classification, and add or highlight some <strong>Japan</strong>-specific<br />

factors. Table 2-2 Definition of <strong>Japan</strong>‟s <strong>Creative</strong> Industry<br />

Sector Classification Association with<br />

<strong>Creative</strong> Industry<br />

<strong>Creative</strong><br />

<strong>services</strong><br />

sector<br />

Core <strong>Creative</strong> Services Software<br />

sectors of the UK<br />

"Software"<br />

Peripheral and Social<br />

Services<br />

Advertising service "Advertising"<br />

Architectural <strong>services</strong> "Architecture"<br />

Design "Design"<br />

Fashion "Designer fashion"<br />

ICT <strong>Japan</strong>-specific segment<br />

Food<br />

Tourism<br />

Healthcare<br />

Artifacts Visual arts "Visual Arts" of "Visual &<br />

Performing Arts"<br />

Crafts "Crafts"<br />

Others<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 23


Definition of <strong>Creative</strong> Industry in <strong>Japan</strong><br />

Table 2-3 Definition of <strong>Japan</strong>‟s <strong>Creative</strong> Industry<br />

Sector Classification Association with <strong>Creative</strong><br />

Industry sectors of the UK<br />

Content sector Film & Video Video "Video" of "Video, Film &<br />

Photography"<br />

Film "Film" of "Video, Film &<br />

Photography"<br />

TV broadcast & related <strong>services</strong> "TV" of "Radio and TV"<br />

Music & Sound Music "Music"<br />

Karaoke <strong>Japan</strong>-specific segment<br />

Radio broadcast & related <strong>services</strong> "Radio" of "Radio and TV"<br />

Games Game software "Computer Games"<br />

Online games<br />

Mobile games<br />

Arcade games <strong>Japan</strong>-specific segment<br />

Books, Newspapers, Graphics Books "Publishing"<br />

& Texts Magazines<br />

Free paper, free magazines<br />

Newspaper<br />

Packaged software<br />

Internet based <strong>services</strong><br />

Mobile based <strong>services</strong><br />

E-book publishing "Electronic Publishing"<br />

Performing Arts Stage "Performing Arts" of "Visual &<br />

Performing Arts"<br />

Concert<br />

Major "Otaku" Content Anime (Animation, <strong>Japan</strong> style) <strong>Japan</strong>-specific segment<br />

Manga (Comics) <strong>Japan</strong>-specific segment<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 24


Fig. 2-3 Difference<br />

from de-facto standard<br />

means originality as an<br />

advantage of business<br />

Analyze your country‟s culture can give advantage<br />

Definition at<br />

UK<br />

Definition at<br />

<strong>Japan</strong><br />

Differences<br />

can be Value<br />

globally<br />

• There are Several “<strong>Japan</strong> specific segment” in the<br />

definition of <strong>Japan</strong>‟s creative <strong>industry</strong> (Table 2-2,3)<br />

when compared than UK‟s definition.<br />

• UK‟s definition is a kind of de-facto standard for<br />

considering creative <strong>industry</strong> because of its strategic<br />

approach.<br />

• But the differences de-facto standard can be an<br />

advantage for international market. Because those<br />

are original & unique <strong>industry</strong> sector that other<br />

countries do not own.<br />

• It is very natural that each country has its original<br />

creative <strong>industry</strong> sector, as it has connections to<br />

each nation‟s culture and tradition.<br />

• Analyze country‟s traditional culture as a resource of<br />

unique <strong>industry</strong> sector is important to keep<br />

competitiveness in international market.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 25


Scale of <strong>Creative</strong> Industry in <strong>Japan</strong><br />

• <strong>Japan</strong>'s <strong>Creative</strong> Industry sectors are affected by long-term<br />

economic slump and are not having made major growth in<br />

recent years. The market volume of the Content sector was<br />

about 14 trillion JPY in 2008, which comprises about 3% of<br />

<strong>Japan</strong>'s nominal GDP of 500 trillion JPY (4.5 trillion Euros).<br />

<strong>Creative</strong> <strong>services</strong> sector worth 90 trillion JPY which is equivalent<br />

to 18.3% of the nominal GDP.<br />

� Such Internet-based <strong>services</strong> as e-book, online game or<br />

mobile game are still small in volume but showing steady<br />

growth.<br />

� Tourism has the largest volume in the <strong>Creative</strong> <strong>services</strong><br />

sector, but the contribution of international tourists is just 6%.<br />

Increasing the number by attracting these foreign travelers is<br />

one of the urgent issues for the Tourism Agency.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 26


(Billion yen)<br />

7,000<br />

6,000<br />

5,000<br />

4,000<br />

3,000<br />

2,000<br />

1,000<br />

(Billion yen)<br />

0<br />

200<br />

150<br />

100<br />

50<br />

0<br />

Size of <strong>Creative</strong> Industry in <strong>Japan</strong> (1/2)<br />

Books, Newspapers, Graphics & Texts<br />

by Mobile based <strong>services</strong><br />

Fig. 2-4 Sizes of <strong>Japan</strong>‟s <strong>Creative</strong> Industry sectors<br />

Scale of content sectors in <strong>Japan</strong><br />

Books, Newspapers, Graphics & Texts<br />

Film & Video<br />

Music & Sound<br />

Games<br />

2004 2005 2006 2007 2008<br />

25000<br />

20000<br />

15000<br />

10000<br />

5000<br />

Manga (Comics)<br />

Performing Arts<br />

Anime 0<br />

2004 2005 2006 2007 2008<br />

(Billion yen)<br />

Online games<br />

Mobile games<br />

E-book publishing<br />

Scale of creative <strong>services</strong> sectors in <strong>Japan</strong><br />

2004 2005 2006 2007 2008<br />

International travel<br />

(domestic consumption)<br />

7.6%<br />

One-day trip<br />

21.1%<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 27<br />

ICT<br />

Architectural <strong>services</strong><br />

Consumption of international<br />

tourists in <strong>Japan</strong> 6.3%<br />

Multiple-day trip 65.1%<br />

Tourism<br />

Software<br />

Fashion<br />

Food<br />

Advertising<br />

Design<br />

(source) summarized from DCAJ, METI and other public statistics


Size of <strong>Creative</strong> Industry in <strong>Japan</strong> (2/2)<br />

Table 2-4 Sizes of <strong>Japan</strong>‟s <strong>Creative</strong> Industry sectors<br />

Sector<br />

Classification<br />

Volume (billion yen)<br />

CAGR<br />

Definition<br />

2004 2005 2006 2007 2008<br />

Content sector Film & Video Video 831 827 747 730 692 -4.5% Sales revenue from packaged and distributed video<br />

Film 211 198 203 198 195 -2.0% Box-office revenue<br />

14 trillion yen<br />

TV broadcast & related <strong>services</strong> 3,720 3,769 3,802 3,888 3,746 0.2% Revenue from TV broadcast and related <strong>services</strong><br />

= 2.8% to GDP<br />

Film & Video Total 4,762 4,794 4,752 4,816 4,633 -0.7%<br />

(2008) * Music & Sound Music<br />

Karaoke<br />

778<br />

747<br />

782<br />

743<br />

777<br />

740<br />

756<br />

718<br />

750<br />

690<br />

-0.9% Sales revenue from packaged and distributed music<br />

-2.0% karaoke revenue<br />

Radio broadcast & related <strong>services</strong> 226 224 220 210 196 -3.5% Revenue from radio broadcast and related <strong>services</strong><br />

Music & Sound Total 1,751 1,750 1,736 1,684 1,636 -1.7%<br />

Games Game software 377 377 461 429 440 4.0% Game software revenue<br />

Online games 37 60 74 83 92 25.9% Online games revenue<br />

Mobile games 41 59 75 85 87 20.5% Mobile games revenue<br />

Arcade games 649 682 703 678 543 -4.4% Revenue from arcade games operation<br />

Games Total 1,104 1,178 1,313 1,275 1,162 1.3%<br />

Books,<br />

Books 943 920 933 903 888 -1.5% Book sales revenue<br />

Newspapers, Magazines 1,697 1,761 1,698 1,641 1,538 -2.4% Magazine sales revenue<br />

Graphics & Texts Free paper, free magazines 284 336 368 355 7.7% Advertising revenue for free paper, free magazines<br />

Newspaper 2,380 2,419 2,332 2,217 2,217 -1.8% Revenue of newspaper publishers<br />

Packaged software 216 218 240 216 189 -3.4% Packaged software revenue<br />

Internet based <strong>services</strong> 197 246 126 147 154 -5.9% Revenue from Internet based <strong>services</strong><br />

Mobile based <strong>services</strong> 82 94 129 170 180 21.8% Revenue from mobile <strong>services</strong> (wallpaper, weather service, etc.)<br />

E-book publishing 4 6 14 29 46 88.8% E-book sales revenue<br />

Books, Newspapers etc. Total 5,518 5,947 5,807 5,692 5,565 0.2%<br />

Performing Arts Stage 127 138 141 151 151 4.4% Stage ticket sales revenue<br />

Concert 136 143 152 144 144 1.4% Concert ticket sales revenue<br />

Performing Arts Total 263 281 293 295 295 2.9%<br />

Major "Otaku" Anime 176 188 193 184 169 -1.0% Anime <strong>industry</strong> revenue<br />

Content Manga (Comics) 586 587 584 577 -0.5% Sales revenue from comics and comic magazines<br />

<strong>Creative</strong> Core <strong>Creative</strong> Software 10,476 10,298 11,466 4.6% Software business revenue<br />

<strong>services</strong> sector Services Advertising service 6,788 6,628 6,704 -0.6% Revenue of advertising agencies<br />

Architectural <strong>services</strong> 2,363 1,811 -23.4% Revenue from housing sales by the major 50 contractors<br />

90 trillion yen<br />

Design 4,983 5,017 5,089 5,157 4,942 -0.2% 1% of GDP is applied (EU design <strong>industry</strong> accounts for 1% of GDP)<br />

= 18.3% to<br />

Fashion 10,013 10,157 10,276 10,285 9,828 -0.5% Apparel <strong>industry</strong>'s retail market volume<br />

GDP<br />

(2008)<br />

Peripheral and<br />

Social Services<br />

ICT<br />

Food<br />

21,070 21,570<br />

9,910<br />

22,680<br />

10,130 9,153<br />

3.8% Market volume of platform layer and communication layer<br />

-3.9% Revenue from "restaurants (excluding casual dining restaurants)",<br />

"soba and udon noodle restaurants", "Sushi restaurants", and<br />

"<strong>Japan</strong>ese-style ryo-tei restaurants"<br />

Tourism 24,500 23,900 23,500 23,500 23,600 -0.9% Domestic spending on travel consumption (One-day trip, multiple-day<br />

trip , etc.)<br />

Healthcare 23 Revenue on system, service and software in health management<br />

market<br />

Artifacts Visual arts<br />

100 Sales revenue of contemporary art<br />

Crafts<br />

194 183 177 -4.4% Production volume of government-authorised traditional crafts<br />

(source) summarized from DCAJ, METI and other public statistics<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 28


3. Market Trend in<br />

Summary of this Chapter;<br />

<strong>Creative</strong> Industry<br />

<strong>Japan</strong>‟s tertiary (service) <strong>industry</strong> has been increasing its presence as well as<br />

other developed nation like, UK, Germany, Sweden and Finland.<br />

Technological development in ICT field accelerate this phenomenon, and<br />

become one of the basis of <strong>Creative</strong> Industry Development.<br />

Contents sector spillovers to many business sectors e.g. Tourism, Fashion,<br />

Food and Design goods.<br />

Pokemon case is explained as an example for this.<br />

<strong>Japan</strong>ese “Otaku” culture with traditional culture promotes such spillover effect<br />

as an important backup for developing <strong>Creative</strong> Industry.<br />

<strong>Japan</strong>ese situation regarding Animation, License business, Advertising,<br />

Design, Fashion, ICT, Food and Tourism are analyzed..<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 29


Industrial and Social Changes Underlying <strong>Creative</strong> Industry (1/2)<br />

• <strong>Japan</strong>'s primary <strong>industry</strong> was weakened mainly because strategic<br />

protectionism of "infant <strong>industry</strong>" lost effectiveness and became stale in the<br />

course of mass-migration from rural areas to cities after the War and under<br />

the trend toward free trade.<br />

• <strong>Japan</strong> has long been suffering from deflation since the collapse of the<br />

bubble economy in 1990. The lack of good development and investment<br />

opportunities is leading to poor capital investment by manufacturing<br />

companies, and ultimately leading to the gradual decrease of secondary<br />

<strong>industry</strong> under this situation.<br />

• Contrary to other two industries, <strong>Japan</strong>'s tertiary <strong>industry</strong> has been<br />

increasing its presence in the economy mainly because consumers began to<br />

enjoy better living with more durable goods came in every part of our daily<br />

life which significantly increased the importance of value-added service and<br />

information economy.<br />

• UK, Germany, Sweden and Finland, all of these nations have their own<br />

economic environment to suppress the contribution of manufacturing and<br />

secondary <strong>industry</strong> to GDP.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 30


90<br />

80<br />

70<br />

60<br />

50<br />

30<br />

20<br />

10<br />

0<br />

Industrial and Social Changes Underlying <strong>Creative</strong> Industry (2/2)<br />

(%) Germany:<br />

40<br />

Sluggish eastern German economy<br />

dampening overall economic growth.<br />

Rapid industrialization<br />

Fig. 3-1 Industrial trend behind <strong>Creative</strong> Industry<br />

Growing importance of service and information economy<br />

Secondary Industry<br />

Primary Industry<br />

1955 1960 1965 1970 1975 1980 1985 1990 1995 2000 2005<br />

Tertiary Industry<br />

Sweden:<br />

Fall of the Swedish Model and<br />

financialization of the economy.<br />

UK:<br />

Excessive deregulation and<br />

financialization of the economy.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 31<br />

23%<br />

20%<br />

13%<br />

24%<br />

Finland:<br />

Manufacturing <strong>industry</strong> had been<br />

exceptionally stronger in Finland<br />

than in other EU nations, but its<br />

presence subdued in the 2000s.<br />

(source) Cabinet Office of <strong>Japan</strong> "National Accounts of <strong>Japan</strong>", OECD statistics


Technological Developments Impacting <strong>Creative</strong> Industry (1/2)<br />

• Infrastructure for both creative and promotional activities in the<br />

<strong>Creative</strong> Industry changed drastically because of huge innovations<br />

in information technology <strong>industry</strong>. Because of these technologies,<br />

the way people behave in a society and the way they communicate<br />

with each other changed significantly in reflecting such radical and<br />

fundamental desires as pursuit of personal preference, community<br />

oriented networking, or return to individualism.<br />

� Before the Internet, people had limited access to information which<br />

mainly comes from mass media, but now in the digital age, we can<br />

have access to all sorts of information through many different types of<br />

tools.<br />

� Digital media also changed the way you create, deliver your creation<br />

to the market or society, or express yourself. Andy Warhol once said<br />

that "In the future, everyone will be world-famous for 15 minutes", and<br />

now we are seeing ordinary people suddenly grab their global fame<br />

stemming from such online media as YouTube or Reality TV, etc<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 32


Big<br />

Level of volume and presence<br />

(in economic and social terms)<br />

mall<br />

Technological Developments Impacting <strong>Creative</strong> Industry (2/2)<br />

Times of Passive Citizens<br />

(Information was controlled and Censored)<br />

Mass communication<br />

* Monopoly, oligopoly of media conglomerates<br />

(because it's infrastructure-intensive <strong>industry</strong>)<br />

(due to scarcity of spectrum)<br />

Deflation (lower income)<br />

Birth of the Internet<br />

* Principle of avoiding media ownership<br />

concentration lose its substance<br />

commercialization<br />

of the Internet<br />

the advent of<br />

ADSL<br />

1995 2001<br />

Fig. 3-2 Technological innovation behind <strong>Creative</strong> Industry<br />

2005<br />

5 trillion yen<br />

FTTH<br />

growth<br />

2009<br />

Times of Active Citizens<br />

(Real democracy and freedom)<br />

The value of Internet content increases<br />

Mass media lose<br />

trust from citizens<br />

regime<br />

change<br />

1 trillion yen<br />

Losing trend continues even<br />

after the economic recovery<br />

Critical<br />

point<br />

Rise of fully aware<br />

and active citizens<br />

Growth of fully<br />

aware and<br />

active citizens<br />

2011-2012 2015 2020<br />

Alternative and interactive<br />

communication<br />

Scenario A<br />

* Significance of mass media continues to sink<br />

* Growing presence of Internet communications<br />

Scenario B<br />

* Collapse of the mass media business model<br />

* Alternative and interactive media take turns<br />

Major restriction on Internet access<br />

Scenario C<br />

* Death of the Internet<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 33


Content Sector spillovers to many industries (1/2)<br />

In the Content Sector, a single content like “Pokemon” could be at first merchandised into TV<br />

programs, movies, books, games, etc., then made into characterized goods, toys or fashion<br />

clothing, and so forth, generating great spillover effects not only in the content sector but also into<br />

other industries.<br />

Fig. 3-3 Contents Industry spillover to many industries (example Pokemon)<br />

Tourism<br />

Over seas market;<br />

over 2 trillion JPY<br />

Pokemon Centre<br />

6 places in <strong>Japan</strong><br />

Movie/DVD<br />

0.35 trillion JPY<br />

Pokemon market<br />

size in <strong>Japan</strong>;<br />

over 1 trillion JPY<br />

TV Anime<br />

Over 40% audience<br />

for 4-12 years old<br />

Games<br />

0.3 trillion JPY<br />

Books<br />

0.2 trillion JPY<br />

* TV anime; 68 countries, 25 languages * Movie; 284million USD<br />

* Game boy; 1 trillion sets * Licensee; around 500 companies<br />

Fashion<br />

Contents Related business<br />

Total; 0.7<br />

trillion JPY<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 34<br />

Toy<br />

Other goods<br />

Figures; all copyright is reserved by Nintendo/ Creatures Inc./ GAME FREAK Inc.


Content Sector spillovers to many industries (1/2)<br />

Restaurant<br />

Tourism<br />

Welfare<br />

Fig. 3-4 Contents Industry spillover to many industries<br />

Culture<br />

Accessories<br />

Food<br />

DVDs<br />

Game<br />

software<br />

Manga<br />

Character<br />

Content<br />

Online game<br />

Fashion<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 35<br />

Anime<br />

Music<br />

Film<br />

Stationery<br />

Apparel<br />

Design<br />

Toy<br />

Daily goods<br />

Education<br />

(source) summarized from Digital Content Association of <strong>Japan</strong> (March 2009)


“Otaku” is the most promising area in spillover effects<br />

– Definition of “Otaku”<br />

• Among various content originated in <strong>Japan</strong> and in terms of spillover effects,<br />

one of the most promising area would be so called "Otaku".<br />

• "Otaku" is a combination of honorific prefix "o" and "taku" which means<br />

"house" in the Chinese character. So the word literally means "your<br />

honorable house". It was basically used by upper class women, and<br />

became popular among middle-class housewives especially after the War<br />

as a polite way of saying "you" or "your home" in conversation.<br />

� In late 1970s and early 80s there were some sub-cultural communities<br />

among creators and fans of underground comics or science fiction<br />

animation in <strong>Japan</strong>. They began to use the word "otaku" when<br />

addressing other person in conversation as a kind of slang, bringing<br />

their mothers' phrase into their world.<br />

• Their underground comics and animation came to gain recognition amid<br />

<strong>Japan</strong>'s rapid economic growth, and found a place in the mainstream of<br />

<strong>Japan</strong>ese entertainment <strong>industry</strong>. These creators and fans looked shy and<br />

a kind of nerdy, but their creation had a certain level of intensity and quality.<br />

People began to call them "otaku", and the whole phenomena became<br />

"otaku" culture.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 36


“Otaku” is the most promising area in spillover effects<br />

• "Otaku" is sometimes used synonymously with English words<br />

"maniac" or "freaks", but in "otaku" world there are a lot of deep<br />

interaction between creators and consumers, while "maniac" is mainly<br />

a consumer side phenomena.<br />

Creators<br />

Consumers<br />

Otaku Maniac<br />

• Today people have access to huge amount of online information<br />

through social networking <strong>services</strong>, and this is accelerating the<br />

international demand for "Otaku" culture.<br />

� A variety of "otaku"-themed expos and festivals are now taking<br />

place outside <strong>Japan</strong>. These events are also helping to introduce<br />

"otaku" culture to foreign consumers.<br />

� “Otaku” fan can make the most of virtual space (Internet) by<br />

getting information or buying content online, and share their<br />

experience with other fans at real space (events).<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 37<br />

�<br />

� �<br />

Deep interaction<br />

between creators<br />

and consumers<br />

Mainly consumer<br />

side phenomena<br />

Fig. 3-5 Otaku and Maniac


150,000<br />

100,000<br />

50,000<br />

Salon del Manga (Barcelona, Spain)<br />

Example of spillover effects; Penetration of "Otaku" Culture<br />

among International Consumers (1/3)<br />

Number of visitors to <strong>Japan</strong> Expo (Paris)<br />

200,000<br />

0<br />

2000<br />

1 3 5 7 9 2009<br />

Virtual<br />

space<br />

<strong>Japan</strong> Expo (Paris, France)<br />

Gathering information, taking<br />

part in co line community,<br />

buying e-comics, etc.<br />

Singapore<br />

Anime Festival Asia (Singapore)<br />

Real<br />

space<br />

Participating events,<br />

sharing the<br />

experience with other<br />

"Otakus"<br />

Anime Expo (Los Angeles)<br />

Los Angels<br />

San Diego<br />

Comic-Con International (San Diego)<br />

Cities where large scale "Otaku" festivals are held<br />

Fig. 3-6 Large Scale “Otaku” Festivals and “Otaku” Consumer Behavior<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 38<br />

Fortaleza, Brazil<br />

SANA (Brazil)


Example of spillover effects; Penetration of "Otaku" Culture<br />

among International Consumers (2/3)<br />

<strong>Japan</strong> Expo (Paris, France)<br />

• Not only <strong>Japan</strong>ese pop culture such as manga, anime, game,<br />

music, fashion but also such traditional culture as calligraphy,<br />

martial arts and tea ceremony are introduced in the expo.<br />

• Organizer: Sefa Event (France)<br />

Anime Expo (Los Angeles)<br />

• One of the largest anime convention in North America including<br />

Interactive events (band competition, karaoke, plastic models<br />

contest, otaku symposium, etc.), Costume play event, manga cafe,<br />

etc. Held annually since 1992<br />

• Number of visitors: more than 100,000 for a 4-day events<br />

• Organizer: Society for the Promotion of <strong>Japan</strong>ese Animation<br />

SANA (Brazil)<br />

• Performance by <strong>Japan</strong>ese anime singers, autograph sessions, talk<br />

show, fun meetings, etc.<br />

• Number of visitors: more than 40,000 every year<br />

• Organizer: a local event planning committee<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 39


Example of spillover effects; Penetration of "Otaku" Culture<br />

among International Consumers (3/3)<br />

Comic-Con International (San Diego)<br />

• Broad range of pop culture is introduced such as comics, manga, SF film, anime, VFX (Visual<br />

Effects), etc.<br />

• The event is used for the promotion of SF movies, animations and VFX movies<br />

• Famous film directors, producers and actors are participating<br />

• Number of visitors: more than 130,000 for a 4-day event<br />

• Organizer: Comic-Con International (a nonprofit organisation)<br />

Anime Festival Asia (Singapore)<br />

• Newest trend on anime, manga and other <strong>Japan</strong>ese pop culture are introduced<br />

• Performance by <strong>Japan</strong>ese anime singers, anime film screening, costume play event, manga<br />

drawing event, etc.<br />

• Number of visitors: 46,000 for a 2-day event (2008)<br />

• Organizer: I*PROMO (an event company which has strong ties with Singaporean government)<br />

• <strong>Japan</strong>ese partner: Dentsu (the largest advertising agency in <strong>Japan</strong>)<br />

Salon del Manga (Barcelona, Spain)<br />

• Expo on <strong>Japan</strong>ese manga and anime<br />

• Famous for its costume play event<br />

• Number of visitors: 65,000 (2009)<br />

• Organizer: FICOMIC (a comic publisher in Spain)<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 40


<strong>Japan</strong>ese Traditional Culture and <strong>Creative</strong> Industry<br />

Current <strong>Japan</strong>ese manga and anime are sometimes identified with unique deformation or<br />

emphasis on plot and storyline. These qualities are actually built on <strong>Japan</strong>'s old aesthetic<br />

and cultural heritage layered along its long history and tradition. Followings are briefly<br />

looking into the History of Expression and that of Appreciation in <strong>Japan</strong>ese art.<br />

><br />

• Integration of literary and visual expression has been a major trend in <strong>Japan</strong>ese art as you<br />

can see in "The Tale of Genji Scroll", produced in as early as the 12th century.<br />

• Storyline based on novel, romantic narratives, erotic suggestions have been important<br />

elements of expression, and current manga/anime stories are loaded with these factors.<br />

• A scroll made in the Heian period "Animal Caricatures" is seen as the origin of manga and<br />

anime. It depicts personified animals on various comical actions in a story sequence.<br />

• The word "manga" was stemmed from "Hokusai Manga", illustrated books of people,<br />

animals, plants, supernatural beings and all sorts of thing sketched by Katsushika Hokusai<br />

(1760-1849) in the Edo period. "Manga" literally means "something sketched in idleness“.<br />

• A contemporary artist Takashi Murakami creates manga-inspired artworks, placing his works<br />

in the context of traditional <strong>Japan</strong>ese art. His style came to known as "superflat“.<br />

• His artworks use such old aesthetics as flatness and two-dimensionality, effective use<br />

of void space, lack of perspectives, and combine them with contemporary manga style.<br />

Fig. 3-7 History of <strong>Creative</strong> activity in <strong>Japan</strong><br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 41


Reference material; The Tale of Genji Scroll<br />

The Tale of Genji is a classic work of <strong>Japan</strong>ese literature attributed to the<br />

<strong>Japan</strong>ese noblewoman Murasaki Shikibu in the early eleventh century,<br />

around the peak of the Heian period. It is sometimes called the world's first<br />

novel, the first modern novel, the first psychological novel or the first novel.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 42


Reference material; Animal Caricatures<br />

Animal Caricatures "Chōjū-jinbutsu-giga" is a famous set of four<br />

picture scrolls, or emakimono, created in 12 th centry in <strong>Japan</strong>.<br />

The reading direction of Animal Caricatures can still be seen in<br />

modern manga and novels in <strong>Japan</strong>. Animal Caricatures is also<br />

credited as the oldest work of manga.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 43


The Great Wave of Kanagawa<br />

Reference material; Hokusai Manga<br />

Hokusai Manga<br />

http://www.youtube.com/watch?v=znSUPSglRKM<br />

Katsushika Hokusai was a <strong>Japan</strong>ese artist, ukiyo-e painter and printmaker of the Edo<br />

period. Hokusai is best-known as author of the woodblock print series Thirty-six Views of<br />

Mount Fuji (which includes the internationally recognized print, The Great Wave of<br />

Kanagawa, created during the 1820s. In 1811, at the age of 51, Hokusai changed his name<br />

to Taito and entered the period in which he created the Hokusai Manga and various art<br />

manuals.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 44


Reference material; Takashi Murakami<br />

Takashi Murakamiis a prolific contemporary <strong>Japan</strong>ese artist who works in both fine arts<br />

media, such as painting, as well as digital and commercial media. He blurs the<br />

boundaries between high and low art. He appropriates popular themes from mass media<br />

and pop culture, then turns them into thirty-foot sculptures, "Superflat" paintings, or<br />

marketable commercial goods such as figurines or phone caddies.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 45


Global Presence of <strong>Japan</strong>ese Animation Industry<br />

• According to the Association of <strong>Japan</strong>ese Animations (AJA), <strong>Japan</strong>ese anime programs<br />

and films are shown in 112 countries, reaching to 87.2% of global population.<br />

• The international presence of <strong>Japan</strong>ese anime is very high, but sales revenues of<br />

<strong>Japan</strong>ese anime <strong>industry</strong> shows that only 10% of revenues come from outside <strong>Japan</strong>.<br />

• Piracy is a serious issue for the <strong>Japan</strong>ese anime <strong>industry</strong>. There is a staggering amount of<br />

pirated <strong>Japan</strong>ese anime products marketed in Asian countries. The <strong>industry</strong> definitely<br />

needs to tighten its copyrights management in order to increase international revenues<br />

and turn the potential of <strong>Japan</strong>ese anime <strong>industry</strong> to actual monetization.<br />

Fig. 3-8 <strong>Japan</strong>ese Anime Industry in Global market<br />

Global presence of <strong>Japan</strong>ese animation<br />

Broadcasting deals on more than<br />

6 <strong>Japan</strong>ese animated works<br />

Broadcasting deals on 1 to 5<br />

<strong>Japan</strong>ese animated works<br />

(Billion yen) Sales revenue of animation <strong>industry</strong> in <strong>Japan</strong><br />

200 126 140 176 188 193<br />

9.3<br />

184 169 Total<br />

150<br />

4.5<br />

12.0<br />

6.1<br />

13.6<br />

13.7<br />

28.9<br />

15.6<br />

15.7<br />

29.4<br />

16.9<br />

18.6<br />

16.8<br />

19.0<br />

14.0<br />

14.2<br />

16.5<br />

5.7 Others<br />

13.4 Overseas<br />

Music, publishing<br />

19.6 Merchandise<br />

Internet<br />

100 11.6<br />

65.2 70.3<br />

79.9<br />

75.8 53.5<br />

Video<br />

50<br />

0<br />

26.8 26.1<br />

33.5 34.3<br />

42.7 36.6 33.3 TV<br />

(source) summarized from The Association of <strong>Japan</strong>ese Animations (AJA)<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 46<br />

63.1<br />

6.0 4.3<br />

74.3<br />

13.9<br />

13.3<br />

17.6<br />

18.6<br />

2002 2003 2004 2005 2006 2007 2008<br />

32.7 Film


Imports/Exports of Royalties and License Fees<br />

• U.S. dominates the export of royalties and license fees in<br />

<strong>Creative</strong> Industry, with the total amount of $57.4 billion in 2005.<br />

<strong>Japan</strong> is the second largest exporter with $17.7 billion.<br />

� U.S. has been the big exporter of royalties and license with<br />

amount of export always exceeding that of import.<br />

� In <strong>Japan</strong> the export began to exceed the import around at<br />

2002. This could attribute to the increase in the remake<br />

deals of <strong>Japan</strong>ese films in foreign studios, or increased<br />

publishing deals of <strong>Japan</strong>ese manga and anime in global<br />

market.<br />

� Finland‟s import-export of royalties and license fees is fairly<br />

balanced.<br />

(see graph on next page)<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 47


(Billions of $)<br />

60<br />

50<br />

40<br />

30<br />

20<br />

10<br />

0<br />

(Billions of $)<br />

57.4<br />

15<br />

10<br />

17.7<br />

13.3<br />

5<br />

0<br />

Imports/Exports of Royalties and License Fees<br />

Top 10 performing countries by<br />

exported value of Royalties and<br />

license fees (2005)<br />

6.8 5.9 3.9 3.3 1.2 1.1 1.1<br />

US<br />

<strong>Japan</strong><br />

UK<br />

Germany<br />

France<br />

Netherland<br />

Sweden<br />

Finland<br />

Italy<br />

Belgium<br />

Trend of royalties and license fees<br />

1996<br />

1997<br />

1998<br />

1999<br />

2000<br />

2001<br />

2002<br />

Fig. 3-9 Royalty and Licensing in major countries<br />

2003<br />

Exports<br />

Imports<br />

2004<br />

2005<br />

13.3<br />

9.1<br />

(Billions of $)<br />

(Billions of $)<br />

60<br />

50<br />

40<br />

30<br />

20<br />

10<br />

5<br />

4<br />

3<br />

2<br />

1<br />

0<br />

0<br />

1996<br />

Trend of royalties and license fees<br />

1996<br />

1997<br />

1998<br />

1999<br />

2000<br />

2001<br />

(source) United Nations Conference on Trade and Development (UNCTAD) "World <strong>Creative</strong> Economy Report 2008"<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 48<br />

2002<br />

2003<br />

Exports<br />

Imports<br />

Trend of royalties and license fees<br />

1997<br />

1998<br />

1999<br />

2000<br />

2001<br />

Exports<br />

Imports<br />

2002<br />

2003<br />

2004<br />

2004<br />

2005<br />

2005<br />

57.4<br />

24.5<br />

3.3<br />

1.5<br />

(Billions of $)<br />

(Billions of $)<br />

20<br />

15<br />

10<br />

5<br />

0<br />

2<br />

1<br />

0<br />

Trend of royalties and license fees<br />

1996<br />

1996<br />

1997<br />

1997<br />

1998<br />

1998<br />

1999<br />

1999<br />

2000<br />

2000<br />

2001<br />

2001<br />

2002<br />

2002<br />

2003<br />

Exports<br />

2003<br />

Exports<br />

Imports<br />

Trend of royalties and license fees<br />

Imports<br />

2004<br />

2004<br />

2005<br />

2005<br />

17.7<br />

14.7<br />

1.2<br />

1.1


Nominal GDP, Private final consumption expenditure<br />

<strong>Creative</strong> Services Sector in <strong>Creative</strong> Industry;<br />

Core <strong>Creative</strong> Services - Advertising<br />

Advertising is one of the major segments in Core <strong>Creative</strong> Services sector. There is<br />

a global trend of "power shift" in the advertising <strong>industry</strong> and <strong>Japan</strong> is no exception.<br />

Incumbent media providers such as newspapers and TV networks are losing their<br />

market volume. On the contrary, the sales of Internet advertising are growing<br />

significantly in the recent years.<br />

(trillion yen)<br />

600<br />

500<br />

400<br />

300<br />

200<br />

Nominal GDP<br />

Private final consumption expenditure<br />

100<br />

0<br />

1<br />

9<br />

8<br />

5<br />

1<br />

9<br />

8<br />

7<br />

1<br />

9<br />

8<br />

9<br />

1<br />

9<br />

9<br />

1<br />

1<br />

9<br />

9<br />

3<br />

1<br />

9<br />

9<br />

5<br />

1<br />

9<br />

9<br />

7<br />

Fig. 3-10 Advertising Market in <strong>Japan</strong><br />

1<br />

9<br />

9<br />

9<br />

Promotional media<br />

Magazine<br />

2<br />

0<br />

0<br />

1<br />

2<br />

0<br />

0<br />

3<br />

Internet<br />

2<br />

0<br />

0<br />

5<br />

TV<br />

Newspaper<br />

(trillion yen)<br />

3.0 30,000<br />

2.5 25,000<br />

2.0 20,000<br />

1.5 15,000<br />

1.0 10,000<br />

0.5 5,000<br />

Radio<br />

0<br />

Satellite media<br />

2<br />

0<br />

0<br />

7<br />

(Note 1) * "Nominal GDP": fiscal year basis. "Private final consumption expenditure": fiscal year basis. * "Advertising revenue": calendar year basis. * "POP": Point Of Purchase.<br />

(Note 2) * Scope of the <strong>Japan</strong>ese advertising revenue was revised in 2007 and adjusted retroactively for 2005 and 2006. * "Magazine": Some of the magazines were added in<br />

the scope (specialized and local magazines were added). * "Internet": Revenues for advertising production was calculated. *"Outdoor": Outdoor screens and poster boards were<br />

added to previous scope of advertising boards and neon billboards. * "Transport": Airport and taxi were added to railway and bus advertising. * "Newspaper inserts": advertising<br />

price was revised for newspaper inserts. * "Direct mail": private sector mailing was added to the previous postal mailing revenues. "Free paper, free magazines": advertising<br />

revenue was calculated.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 49<br />

Advertising revenue<br />

Outdoor<br />

Transport<br />

1<br />

9<br />

9<br />

9<br />

2<br />

0<br />

0<br />

0<br />

Breakdown of promotional media<br />

Newspaper inserts<br />

2<br />

0<br />

0<br />

1<br />

2<br />

0<br />

0<br />

2<br />

Direct mail<br />

Yellow page<br />

2<br />

0<br />

0<br />

3<br />

2<br />

0<br />

0<br />

4<br />

2<br />

0<br />

0<br />

5<br />

2<br />

0<br />

0<br />

6<br />

Signage<br />

POP<br />

2<br />

0<br />

0<br />

7<br />

2<br />

0<br />

0<br />

8<br />

(billion yen)<br />

700 7,000<br />

600 6,000<br />

500 5,000<br />

400 4,000<br />

Free paper,<br />

free 3,000 magazines<br />

200 2,000<br />

100 1,000<br />

0


<strong>Creative</strong> Services Sector in <strong>Creative</strong> Industry;<br />

Core <strong>Creative</strong> Services - Design (and <strong>Japan</strong>ese Aesthetics) 1/2<br />

• There have always been "glitziness" and "plainness" coexisting in the <strong>Japan</strong>ese aesthetics<br />

from the past to the present. Performing art such as Kabuki or some of the traditional crafts<br />

can explain the glitzy side of <strong>Japan</strong>ese design, but "plainness" explains more about the<br />

tradition of <strong>Japan</strong>ese designs.<br />

� An exhibition "DNA of <strong>Japan</strong>ese Design" took place in Bangkok in 2006 as a joint project<br />

by the governments of <strong>Japan</strong> and Thailand. In this event, which was jointly organized by<br />

<strong>Japan</strong> External Trade Organization (JETRO) and Thailand <strong>Creative</strong> & Design Center<br />

(TCDC), fifteen "genes" that characterize <strong>Japan</strong>ese design and manufacturing from<br />

ancient times are introduced, and various products were displayed in order to explain<br />

the unique DNA of each.<br />

• Culture of samurai warriors was introduced to Chanoyu (tea ceremony) in the medieval<br />

period of <strong>Japan</strong> where spirituality found visual presentation, and then ultimately culminated<br />

in the concept of "simple beauty".<br />

• Philosopher Soetsu Yanagai started his Mingei (folk art) movement in the 1920s with the<br />

concept of "beauty of function". This movement gave certain directions to the subsequent<br />

trend of <strong>Japan</strong>ese design.<br />

• With the high economic growth after the War, various designers with Mingei spirit came to<br />

gain success both in and out of <strong>Japan</strong>. Some even gained great international fame.<br />

• “MUJI" or Ryohin Keikaku Co. is a <strong>Japan</strong>ese retail company which sells a wide variety of<br />

household and consumer goods with simple designs inherited from <strong>Japan</strong>ese sensitivity.<br />

� "MUJI" offers simple-designed and eco-friendly products with reasonable prices, and is<br />

gaining trust from both domestic and foreign consumers.<br />

Table 3-1 "Genes" of <strong>Japan</strong>ese Design<br />

Making it smaller, thinner, Expanding space and time Automation and labor- Enabling anyone to use it Exploiting materials<br />

and lighter<br />

saving<br />

Combining functions Doing away with frills Making expertise<br />

accessible by the public<br />

Mirroring nature Pioneering materials<br />

Mobility integration Interfacing communication Making new variations Organising into a system Beautiful wrapping<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 50


<strong>Creative</strong> Services Sector in <strong>Creative</strong> Industry;<br />

Core <strong>Creative</strong> Services – Advertising with Design & culture<br />

(Source) Asahi Shinbun Newspaper 19 Oct 2010<br />

Advertising is one of the effective marketing tool.<br />

Airport promotion;<br />

New terminal for international<br />

flight at Tokyo Haneda airport<br />

(open in Oct 2010) is planned<br />

by <strong>Japan</strong>ese traditional design<br />

to appeal it as <strong>Japan</strong>ese new<br />

strategic Hub concept<br />

Reference; Good idea but<br />

limited promotion without<br />

strategy at Vantaa airport<br />

27 Oct. 2010 51


<strong>Creative</strong> Services Sector in <strong>Creative</strong> Industry;<br />

Core <strong>Creative</strong> Services - Design (and <strong>Japan</strong>ese Aesthetics) 2/2<br />

Chanoyu (Tea ceremony) Mingei (Folk Art) Movement<br />

Sori Yanagi<br />

"Butterfly Stool" (1954)<br />

Fig. 3-11 Design trend from <strong>Japan</strong>ese traditional culture<br />

Sen-no-Rikyu rejected glitzy<br />

and decorative utensils that<br />

had previously been<br />

appreciated, and proposed<br />

tea bowls with a certain<br />

aesthetic tension in simple<br />

and rustic qualities.<br />

Modern design after the WWII<br />

The period after the War show various <strong>Japan</strong>ese<br />

designers who inherited the spirits of Mingei. Sori<br />

Yanagi, a son of Sōetsu Yanagi, designed such<br />

daily products as saucepans and chairs.<br />

Further evolution in Modern design<br />

"Mingei" means "People's<br />

Crafts (Folk Art)", and<br />

indicates daily items handmade<br />

by unknown<br />

craftsmen. Mr. Yanagi and<br />

his fellows found beauty in<br />

those simple products, and<br />

collected them by travelling<br />

all over <strong>Japan</strong>.<br />

"MUJI" is trying to bring such<br />

traditional <strong>Japan</strong>ese sensitivity<br />

as anonymity in design,<br />

simplicity, unexpected use of<br />

ordinary materials, awareness<br />

to natural environment, etc. to<br />

today's modern life.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 52


<strong>Creative</strong> Services Sector in <strong>Creative</strong> Industry;<br />

Core <strong>Creative</strong> Services – Fashion (1/3)<br />

• In 1980s, a new generation of <strong>Japan</strong>ese fashion designers shocked<br />

the world. Issey Miyake, Yoji Yamamoto, Rei Kawakubo and other<br />

designers run up to the global stage of fashion <strong>industry</strong> in concert with<br />

<strong>Japan</strong>'s high economic growth. What was shocking to people in the<br />

Western fashion world was their wrinkled, holed, ragged and torn<br />

clothes those <strong>Japan</strong>ese designers exhibited. They were totally<br />

contrary to the aesthetics of western clothing, just so bold and<br />

revolutionary.<br />

� Then their approaches came to be understood as deconstruction<br />

and reconstruction of <strong>Japan</strong>ese traditional aesthetics. Uneven<br />

sleeve length was digested as the concept of asymmetry and<br />

misfit, stoic use of monochrome colors was related to old ink<br />

paintings of infinite gradations, drapes made by simply putting a<br />

slice of large fabric to human body were seen as coming from<br />

kimono, or from the philosophy of "Ma", which roughly means<br />

"gap", "space", or "pause".<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 53


<strong>Creative</strong> Services Sector in <strong>Creative</strong> Industry;<br />

Core <strong>Creative</strong> Services – Fashion (2/3)<br />

• Early 1990s show the collapse of bubble economy and entered the<br />

long tunnel of deflation. Expensive designer fashion gradually<br />

subsided, and street fashion of hip Shibuya/ Harajuku district and fast<br />

fashion of Uniqlo came in with strong line up of various casual clothing<br />

with less expensive prices.<br />

• "Uniqlo" of Fast Retailing Co. became a leading company of today‟s<br />

<strong>Japan</strong>ese fashion <strong>industry</strong> with its massive color variations, strong<br />

product development such as innovative "heat-tech", collaboration<br />

with world-famous fashion designers, and so forth.<br />

• "Tokyo Girls Collection" is a series of fashion events started in 2005<br />

and taking place twice a year. The event attracts thousands of young<br />

women to the huge venue in which the show is delivered more like a<br />

rock concert than fashionable catwalk. And the event is directly<br />

cooperated with mobile commerce, where event participants can<br />

immediately buy her favorite cloths that models are wearing on the<br />

stage. The events are major success with such new approaches<br />

unprecedented in the incumbent pret-a-porter or haute couture<br />

collections.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 54


Comme des Garçons<br />

(Rei Kawakubo)<br />

"Boro look" (1982)<br />

<strong>Creative</strong> Services Sector in <strong>Creative</strong> Industry;<br />

Core <strong>Creative</strong> Services – Fashion (3/3)<br />

Fig. 3-12 New Fashion trends are creating from <strong>Japan</strong><br />

new generation of <strong>Japan</strong>ese fashion designers “Fast fashion” in <strong>Japan</strong><br />

Yoji Yamamoto "Boro look" (1983)<br />

* “Boro” means “ragged” or “shabby".<br />

Event with mobile commerce<br />

“In 1997, Uniqlo adopted a strategy of "SPA" (Specialitystore/retailer<br />

of Private-label Apparel) means producing<br />

own clothing and sell it exclusively. Uniqlo is becoming<br />

<strong>Japan</strong>'s leading clothing retail chain in terms of sales and<br />

profits. They also operates in China, Hong Kong, South<br />

Korea, UK, France, US, Singapore, Taiwan, and Russia.<br />

http://www.uniqlo.com/uk/<br />

In "Tokyo Girls Collection" a fashion show event is<br />

directly cooperated with mobile commerce, where<br />

event participants can immediately buy her<br />

favorite<br />

cloths that models are wearing on the stage.<br />

Ministry of Foreign Affairs and the Tourism Agency<br />

are supporting the event to attract foreign visitors.<br />

http://tgc.st/10AW/whats_en/<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 55


<strong>Creative</strong> Services Sector in <strong>Creative</strong> Industry;<br />

Core <strong>Creative</strong> Services - Peripheral and Social Services (ICT)<br />

As you can see from the recent growth of Internet-based <strong>services</strong> and mobile-oriented <strong>services</strong>, the<br />

significance of ICT <strong>industry</strong> is ever growing and its contribution to the <strong>Creative</strong> Industry is huge.<br />

� Since <strong>Japan</strong>'s broadband infrastructure is very much matured, consumers can use it<br />

without much stress. <strong>Creative</strong> Industry is definitely energized by information technology.<br />

Creators, consumers and governments are all trying to make the most of it by<br />

communicating, interacting, and collaborating on ICT infrastructure.<br />

Fig. 3-13 Use of ICT in <strong>Creative</strong> Industry<br />

* Promotion of creative city project<br />

* Outreach program for local community, etc.<br />

Interaction between<br />

government and creators<br />

* Collaboration in the<br />

creative process<br />

* Designing<br />

* Digital data transfer<br />

* Social networking<br />

* Teleworking<br />

* Research and development,<br />

etc.<br />

Government domain<br />

Creator domain Consumer domain<br />

* Education<br />

* Archiving service<br />

* Tourism campaign, etc<br />

Interaction between<br />

government and consumers<br />

* Online games<br />

* Social networking<br />

* Communication on fun sites<br />

* File sharing<br />

* Online auction,<br />

etc.<br />

Interaction between creators and consumers<br />

* Promotion * E-publishing<br />

* Advertizing * Online game service<br />

* Journalism * Live performance, etc<br />

* E-commerce<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 56


<strong>Creative</strong> Services Sector in <strong>Creative</strong> Industry;<br />

Core <strong>Creative</strong> Services - Peripheral and Social Services (Food & Tourism)<br />

• "Food" and "Tourism" are the important elements of Peripheral<br />

and Social Service sectors in <strong>Creative</strong> Industry. <strong>Japan</strong>ese<br />

government regards their significance and insists that it might be<br />

effective to combine them with <strong>Japan</strong>ese old tradition and pop<br />

culture in cross-sector approaches to attract international<br />

visitors.<br />

� The <strong>Japan</strong> Tourism Agency was established in October 2008<br />

as an affiliated agency of the Ministry of Land, Infrastructure,<br />

Transport and Tourism. Their "Visit <strong>Japan</strong>" promotion<br />

programs aim to stimulate the international demand for<br />

<strong>Japan</strong>ese contents and culture. Effective and practical<br />

strategy must be needed to attract more foreign tourists.<br />

� In <strong>Japan</strong>, local film commissions are actively promoting their<br />

regions to attract film studios and TV networks. Some of the<br />

regions are using film commissions for regional<br />

development, promotion of local culture and tourism<br />

promotion.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 57


<strong>Creative</strong> Services Sector in <strong>Creative</strong> Industry;<br />

Core <strong>Creative</strong> Services - Peripheral and Social Services (Food & Tourism)<br />

Fig. 3-14 Strengthening Cross-sector Coordination in Peripheral and Social Services Sectors<br />

Strengthening cross-sectoral coordination with "Fashion" x "Content" x "Tourism" x "Food culture", etc.<br />

Coordinated approach on international tourist attraction strategies, improving the capability of each<br />

tourist site in <strong>Japan</strong> by effectively appealing to foreign tourists<br />

"Fashion" x "Tourism" "Food" x "Tourism"<br />

<strong>Japan</strong>ese fashion is very<br />

popular among East<br />

Asian young women.<br />

<strong>Japan</strong>ese food attracts<br />

many people, regardless<br />

of age and nationality.<br />

"Film" x "Tourism"<br />

Location sites of hit films<br />

attract many tourists.<br />

Coordinated approach on tourist attraction strategies, improving the capability of each tourist site<br />

* Planning large <strong>Japan</strong> culture events abroad, strengthening tourism promotion<br />

* Improving the capability of each tourist site in <strong>Japan</strong><br />

Collaboration with local economy<br />

Support for the development of tourism goods and souvenirs<br />

"Anime" x "Tourism"<br />

Anime lovers tend to<br />

come visit <strong>Japan</strong><br />

regularly.<br />

* Support for drawing international tourists to local events, improving communications with foreign tourists<br />

* Development of fashion, art, or food related tourism goods and souvenirs<br />

(Source) METI "Bunka Sangyo Rikkoku ni Mukete (Towards Cultural Industry-oriented Nation)" (June 2010)<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 58


4. Government Approach<br />

to <strong>Creative</strong> Industry<br />

Summary of this Chapter;<br />

As a background, political regime change in <strong>Japan</strong> and its impact to creative<br />

<strong>industry</strong> development is mentioned.<br />

<strong>Japan</strong>ese government has several activities to prepare good fundamental<br />

circumstances for private players.<br />

Digital archive project, Intellectual Properties strategy, International promotion<br />

activities (KANSEI value creation initiative, <strong>Japan</strong> Creation Centre) are<br />

implemented by <strong>Japan</strong>ese government.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 59


Regime Change in <strong>Japan</strong> and its Impact to <strong>Creative</strong> Industry (1/3)<br />

• In August 2009 Democratic Party of <strong>Japan</strong> (DPJ) won a historic<br />

victory in the general election after 50 years of almost unbroken<br />

rule by Liberal Democratic Party (LDP).<br />

� It is still unclear how this regime change would affect <strong>Japan</strong>‟s<br />

cultural policies or <strong>Creative</strong> Industry, but it is certain that DPJ is<br />

going to shift government spending priorities “from concrete” to<br />

“people”, a major shift from LDP administrations‟ "hakomono" =<br />

Hardware construction policies.<br />

� In "Hakomono" policies LDP administrations used huge amount<br />

of government budget for the construction of roads, public<br />

buildings, museums all over <strong>Japan</strong> especially in the time of<br />

bubble economy, but these facilities were not used effectively<br />

as local government the lack the operational skills to use it.<br />

"Hakomono" policies were only for helping construction <strong>industry</strong>,<br />

and not fit to the major trend from Industrial Economy to<br />

<strong>Creative</strong> Economy<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 60


Politicians’'<br />

basic<br />

relationship<br />

with arts and<br />

culture<br />

Framework of<br />

cultural policies<br />

Ministry-level<br />

coordination<br />

Approach to<br />

Digital Economy<br />

and ICT<br />

Industry<br />

Regime Change in <strong>Japan</strong> and its Impact to <strong>Creative</strong> Industry (2/3)<br />

Table 4-1 Change of Basic Policies on Cultural and <strong>Creative</strong> Industry<br />

LDP administrations DPJ administrations<br />

LDP has had a long-term, sometimes collusive<br />

relationship with existing arts organizations to<br />

keep its strong support base. This made it<br />

possible for politicians to have direct<br />

communications with creators through the<br />

interaction with these groups as a result.<br />

Promotion of "Hakomono" policies.<br />

Many public museums, music halls and other<br />

facilities were constructed all over without careful<br />

planning or long term perspectives.<br />

Politicians had collusive relation with construction<br />

<strong>industry</strong>.<br />

Under Aso administration, government promoted<br />

the construction plan of " for Media Arts" ( ), a<br />

museum for manga, anime, video games and<br />

technology art.<br />

Multiple ministries covered a same <strong>industry</strong>,<br />

sector, or field.<br />

Many attractive, pleasing, flattering initiatives<br />

and plans but no substantial measures.<br />

Internet-based campaign was banned during<br />

an official election campaign period.<br />

They put a focus on the construction of ICT<br />

infrastructure, but could not develop effective<br />

measures to use ICT for economic growth.<br />

Due to the lack of enough experience and expertise on cultural policy making,<br />

lack of enough understandings on local communities and its culture, their<br />

cultural policies might become something ad hoc and shallow.<br />

Kan administration, which overtook Hatoyama in June 2010, positions "Cool<br />

<strong>Japan</strong>" as a major factors to make a strong economy, and plans to make<br />

strategic investment to food, music, culture, fashion and design to promote them<br />

for the international consumers, protect digital content from piracy, and<br />

encourage new digital-oriented businesses. We need to watch their operability<br />

carefully.<br />

"From hakomono to softpower, from concrete to people".<br />

To differentiate themselves with LDP, budget for public halls or museums could<br />

be cut under the name of "screening process".<br />

DPJ administrations stopped LDP’s construction plan.<br />

Instead, DPJ allocated the budget for the support of local residents and workers<br />

at local theaters and music hall, and for the support of nonprofit organizations<br />

and local governments who are committed to the inheritance and revitalisation of<br />

traditional culture.<br />

METI reflects on the less-coordinated approaches on the content <strong>industry</strong> of the<br />

past, and discusses a need for long-term strategy and cross- ministerial<br />

approach for 's creative industries.<br />

In the recent <strong>industry</strong> vision, <strong>Creative</strong> Industry was newly recognised as one<br />

of five strategic areas to strengthen 's global competitiveness.<br />

Ban on Internet campaign (update of campaign site) during election<br />

campaigns was lifted.<br />

Minister Haraguchi of Internal Affairs is discussing the need for creating the<br />

"<strong>Japan</strong>ese FCC", and promoting various ways to use ICT infrastructure thorough<br />

his "hikari no michi (light path)" plan.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 61


Regime Change in <strong>Japan</strong> and its Impact to <strong>Creative</strong> Industry (3/3)<br />

Fig. 4-1 <strong>Japan</strong>ese Governments„ Policies and Initiatives on Cultural and <strong>Creative</strong> Industries<br />

Intellectual Property Strategy Headquarters<br />

IT Strategic Headquarters<br />

Council on the Movement of<br />

People Across Borders<br />

The <strong>Japan</strong> Foundation<br />

* "LDP": Liberal Democratic Party * "DPJ": Democratic Party of <strong>Japan</strong><br />

Content businesses promotion<br />

policies (April 2004)<br />

Comprehensive measures<br />

on <strong>Japan</strong> content promotion<br />

in the digital age (March 2008)<br />

Asian Gateway Initiative<br />

(May 2007)<br />

Contents Global Strategy Final Report<br />

(September 2007)<br />

"KANSEI" Value Creation Initiatives<br />

(May 2007)<br />

Five Recommendations on Strengthening<br />

<strong>Japan</strong>'s Capability of Dissemination<br />

(June 2007)<br />

LDP administrations<br />

<strong>Japan</strong> Brand Strategy<br />

(March 2009)<br />

New strategies towards the digital<br />

new age - three-year emergency<br />

plans- (April 2009)<br />

Content strategies for 2015<br />

(June 2009)<br />

Measures and System for Strengthening <strong>Japan</strong>'s<br />

Capability of Dissemination (February 2008)<br />

September 2009<br />

DPJ administrations<br />

* Nurturing the dramatic arts, * Promoting the media arts and films, * Promotion of activities enabling children to experience arts and culture,<br />

* Promoting cultural activities in local areas, * Preservation and utilization of cultural properties, * Responding to copyright policies for a new era,<br />

* <strong>Japan</strong>ese-language policy, * Dissemination of <strong>Japan</strong>ese culture and measures for international cooperation through international cultural exchange,<br />

* Promotion of the Ainu culture, * Religious Juridical persons and administration of religious affairs, * Promoting museums<br />

Industrial Structure Council<br />

Media and Content Industry Division,<br />

Commerce and Information Policy Bureau<br />

Design Policy Office,<br />

Manufacturing Industries Bureau<br />

IP Strategic Program 2010<br />

(May 2010)<br />

Development of creative industries in local<br />

regions (Planning Committee's priority issue)<br />

(March 2010)<br />

Establishment of the <strong>Japan</strong> <strong>Creative</strong> Centre<br />

(November 2009)<br />

Kansei value creation years (FY 2007- FY 2010)<br />

Pop-Culture Diplomacy<br />

Report by the Study Group on the Content<br />

Industry's Growth Strategy (May 2010)<br />

Development of creative industries in local regions<br />

(Haraguchi Vision, December 2009)<br />

The 4th International MANGA Award<br />

(April 2010)<br />

* Arts and cultural exchange, * <strong>Japan</strong>ese-language education overseas, * <strong>Japan</strong>ese studies and intellectual exchange<br />

Towards a World Power on<br />

Cultural Industry (April 2010)<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 62


Digital Archives of Cultural Heritage (1/2)<br />

• In <strong>Japan</strong>, discussion on digital archives started around in 1994 among<br />

academics and scholars.<br />

• In the "white paper on telecommunications" published in July 2009 by<br />

the Ministry of Internal Affairs and Communications, the <strong>Japan</strong>ese<br />

government outlined the two basic directions to promote integrated<br />

approaches on digital archives; 1) encourage interactions among<br />

digital archives, 2) implement field trials on the archive digitization<br />

methods. These measures are expected to strengthen <strong>Japan</strong>‟s<br />

<strong>Creative</strong> <strong>industry</strong>.<br />

� To respond to these government plans, many public-run cultural<br />

organizations such as National museums are implementing<br />

various projects to digitize their assets and collections to offer<br />

them as online archive <strong>services</strong>. In addition, discussions on MLA<br />

(Museums, Libraries and Archives) coordination are already in<br />

progress in the recent years.<br />

• It is considerable that both public archives and private archives in<br />

Content sector are delivered as convenient and useful <strong>services</strong> they<br />

could significantly contribute to the enhancement of social capital in<br />

<strong>Japan</strong>.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 63


Digital Archives of Cultural Heritage (2/2)<br />

Strategic approach to construct digital archives distributes<br />

opportunities for <strong>Creative</strong> Industry (Contents & service) to use<br />

<strong>Japan</strong>‟s Cultural heritage for innovating future industrial development.<br />

Content sector<br />

Release of archived data on<br />

broadcasting, music, design,<br />

architecture, etc.<br />

Fig. 4-2 Significance of Providing Digital Archive Services<br />

Cultural Industry<br />

Museums<br />

Broadcast archives<br />

(NHK, etc.)<br />

Audio archives<br />

Design archives<br />

Architectural<br />

archives<br />

Libraries<br />

Archives<br />

Passing on cultural heritage<br />

to next generations<br />

* Accumulation of knowledge<br />

* Trend for MLA (Museums, Libraries<br />

and Archives) coordination<br />

<strong>Creative</strong><br />

<strong>services</strong> sector<br />

* Development of data<br />

preservation technology<br />

and archiving technology<br />

* Development of customer<br />

platform<br />

* Useful archive <strong>services</strong><br />

* Strengthened social<br />

capital<br />

Digital archive <strong>services</strong> can<br />

contribute not only to<br />

economic values but also to<br />

social values<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 64


Government Measures to Protect Intellectual Properties (1/3)<br />

• <strong>Japan</strong>ese pop culture has significant global presence (Page 46), but this is<br />

not necessarily leading to monetary value.<br />

� In the "Intellectual Property Strategic Program 2010" published in May 2010<br />

by the Intellectual Property Strategy Headquarters, the Government<br />

addressed that "<strong>Japan</strong>'s technological capabilities are still at the highest level<br />

in the world, but this is not necessarily leading to <strong>Japan</strong>'s industrial<br />

competitiveness in the global market".<br />

• In order to create major economic impact from the <strong>Japan</strong>ese technologies<br />

and contents which have significant potentials, the government has to have<br />

consistent and centralized IP management strategies and training programs<br />

to develop professionals in IP rights who could conduct tough negotiation<br />

with foreign counterparts.<br />

• The Content Overseas Distribution Association (CODA) was established in<br />

August 2002 to stamp out piracy and promote the legal distribution of<br />

<strong>Japan</strong>ese content, in particular in Asia. The association is composed of<br />

<strong>Japan</strong>ese content providers and copyright-related organizations from films,<br />

music, game, broadcasting and anime industries.<br />

� In June 2009 it signed a Memorandum of Understanding (MOU) on counterpiracy<br />

measures with the Motion Picture Association of U.S. The both side<br />

agreed to work on coordinated counter-piracy measures against Internet<br />

piracy in China and a joint review of automatic content recognition technology.<br />

� CODA's current focus is on China, Hong Kong, and Taiwan.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 65


Government Measures to Protect Intellectual Properties (2/3)<br />

Fig. 4-3 Cross-industrial Measures to Strengthen Intellectual Property Strategies<br />

Main objectives<br />

* Broaden the use of patent system especially among start-ups and SMEs.<br />

* Encourage private enterprises to fund for research projects at universities and public research institutes.<br />

* Decrease the number of <strong>Japan</strong>ese companies which suffer from copyright infringement.<br />

* Cost reduction measures for patent applications<br />

* Creation of one-stop assistance service bureau for patent applicants<br />

Focus areas<br />

* Use of "co-creation" platform for coordinated researches among researchers<br />

* Upgrading the social status of professionals who do research management or<br />

technological support, training and fostering these professionals<br />

University, research institute<br />

Promoting more effective use of Patent system<br />

Customer-oriented assistance service<br />

* Ideas<br />

* Researchers<br />

Support<br />

Seek advice<br />

One-stop service<br />

Train and foster professionals<br />

Innovation<br />

Start-ups,<br />

SMEs<br />

Platform for "co‐creation"<br />

Enterprise<br />

* Research funds<br />

* Researchers<br />

* Review the patent system for more customer-oriented procedure<br />

More convenient and<br />

friendly system<br />

(easier application<br />

procedure)<br />

Streamlined licensing<br />

Patent system (innovation infrastructure)<br />

Facilitate the acquisition of intellectual property rights<br />

Reinforce the protection of intellectual property rights<br />

Environment to support global business<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 66<br />

Patent<br />

* Establishment of patent data base systems for international users,<br />

introducing work-sharing systems<br />

* Reaching Anti-Counterfeiting Trade Agreement with as many countries<br />

(Source) summarized from Intellectual Property Strategy Headquarters (April 2010)


Government Measures to Protect Intellectual Properties (3/3)<br />

Fig. 4-4 Collaborative Anti-piracy Measures by CODA and Motion Picture Copyright Associations<br />

<strong>Japan</strong> and International Motion<br />

Picture Copyright Association<br />

Content right holders in <strong>Japan</strong><br />

1) contracted monitoring 6) reporting<br />

Database<br />

on violations<br />

2) automatic monitoring<br />

using crawlers<br />

2) manual monitoring<br />

using manpower<br />

Operation center<br />

Collaborative Measures by CODA and MPA<br />

4) request for removal<br />

E-mail<br />

5) removal confirmed<br />

Mail Tool<br />

special network<br />

International Federation Against<br />

Copyright Theft - Greater China<br />

3) suspicious sites<br />

Beijing office<br />

Consumer generated video site<br />

operators in China<br />

(Source) METI "Bunka Sangyo Taikoku ni Mukete (Towards a World<br />

Power on Cultural Industry)" (April 2010)<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 67


International Promotion Activities by Government - "KANSEI" Value Creation<br />

Initiatives by the Ministry of Economy, Trade and Industry (METI) 1/2<br />

• Kansei" means sensibility or sensitivity. Through its "Kansei"<br />

Initiatives (FY 2007- FY 2010), METI is trying to promote<br />

designs and manufacturing with a focus on <strong>Japan</strong>ese sensibility.<br />

It aims to provide business opportunities for talented designers<br />

and manufacturers in <strong>Japan</strong>, and communicate these <strong>Japan</strong>ese<br />

sensibilities to international consumers.<br />

� A design exhibition was held in Paris in December 2008,<br />

then in New York in May 2009. Both exhibitions showcased<br />

high quality <strong>Japan</strong>ese designs to the international market.<br />

� Through these events, some small but creative <strong>Japan</strong>ese<br />

manufacturers actually began to attract buyers abroad, and<br />

are increasing their international sales revenues.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 68


International Promotion Activities by Government - "KANSEI" Value Creation<br />

Initiatives by the Ministry of Economy, Trade and Industry (METI) 2/2<br />

Fig. 4-5 Concept of KANSEI Value Creation Initiatives and Some Achievement of Participating Companies<br />

Material fulfillment<br />

Manufacturing<br />

Manufacturer<br />

Using "KANSEI" to Create Economic Value<br />

Commitment<br />

Spirit<br />

Appealing to user's emotions<br />

Joint creation<br />

Feeling empathy with manufacturers<br />

"KANSEI" Value<br />

"To", a watch without clock face and hands<br />

by Seiko Instruments and Tokujin Yoshioka<br />

Emotional fulfillment<br />

Communicating a story<br />

Preference<br />

Interests<br />

Consumer<br />

"Kotori", a lighting made of paper and bamboo<br />

by Hiyoshiya<br />

* Traditional umbrella<br />

<strong>industry</strong> was declining.<br />

* Hiyoshiya had a revenue of<br />

only a million yen in 1997,<br />

almost out of business...<br />

Hiyoshiya<br />

Manufacturer of traditional<br />

Kyoto-style umbrellas<br />

with 7 employees<br />

* In 2004,<br />

they started<br />

using their traditional<br />

skills to make modern lightings.<br />

*Collaboration with an<br />

Australian designer and<br />

a <strong>Japan</strong>ese calligrapher<br />

* They made a revenue of 57 million<br />

in 2009 from the sales of umbrellas<br />

and lightings.<br />

(Source) METI "KANSEI Initiatives", Hiyoshiya website<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 69


International Promotion Activities by Government - Establishment of "<strong>Japan</strong><br />

<strong>Creative</strong> Centre", a joint collaboration by <strong>Japan</strong> & Singapore (1/2)<br />

• In November 2009, Cabinet Office of the <strong>Japan</strong>ese government established the <strong>Japan</strong><br />

<strong>Creative</strong> Centre (JCC) in Singapore.<br />

� It was a result of the <strong>Japan</strong>-Singapore summit meetings held in 2007. Between Prime<br />

Minister Abe and Prime Minister Lee an agreement was reached to set up the JCC in<br />

Singapore as a base for disseminating information on <strong>Japan</strong> and its culture to Asian<br />

people.<br />

� "Innovation and tradition" is the main theme of the Centre. The Centre is trying to<br />

showcase <strong>Japan</strong>'s "soft power", such as anime, manga and other pop-culture as well as<br />

traditional arts.<br />

Fig. 4-6 Background of "<strong>Japan</strong> <strong>Creative</strong> Centre" Establishment and Its Activities<br />

><br />

• The government is trying to position itself as an<br />

international hub for art and design by attracting<br />

talented designers from outside.<br />

• This is their new approach for the development of<br />

international hub strategy after financial, bio<br />

medical, and green technology hubs.<br />

• Singapore proposed the creation of JCC to the<br />

<strong>Japan</strong>ese government.<br />

><br />

><br />

• JCC was established with<br />

"Innovation and tradition" as<br />

its main theme.<br />

• Korea, China and Russia are also approached by Singaporean government,<br />

and are considering the creation of their own cultural centres there.<br />

(Source) summarized from <strong>Japan</strong> <strong>Creative</strong> Centre website<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 70


International Promotion Activities by Government - Establishment of "<strong>Japan</strong><br />

<strong>Creative</strong> Centre", a joint collaboration by <strong>Japan</strong> & Singapore (2/2)<br />

Fig. 4-7 “<strong>Japan</strong> <strong>Creative</strong> Centre” is collaboration between <strong>Japan</strong>ese and Singaporean Government<br />

• Canon Singapore launched the Tsuzuri<br />

Project Exhibition in partnership with JCC in<br />

March 2010.<br />

• It was a part of their cultural heritage<br />

preservation initiatives, in which Canon<br />

makes digital replicas of important <strong>Japan</strong>ese<br />

artworks using its technology.<br />

• The project aims to preserve irreplaceable<br />

<strong>Japan</strong>ese cultural properties, in order to<br />

provide both <strong>Japan</strong>ese as well as people<br />

from other cultures the opportunity to view<br />

and understand <strong>Japan</strong>ese art and culture.<br />

• It is indeed a fusion of Innovation and<br />

tradition, and the company could gain good<br />

publicity.<br />

• JCC website is delivering<br />

information on <strong>Japan</strong>ese<br />

anime, manga, design,<br />

tourism, film, fashion,<br />

architecture, tradition, and<br />

food culture to the<br />

international community.<br />

(Source) summarized from <strong>Japan</strong> <strong>Creative</strong> Centre website, Canon press release (March 2010) and Sankei News (May 2010)<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 71


5. <strong>Japan</strong>’s <strong>Creative</strong> Industry<br />

and New trends of Society<br />

Summary of this Chapter;<br />

Developing new values of <strong>industry</strong> is principle action in today‟s new market<br />

trend. Consumers request more social responsible value like sustainable<br />

concept, clean energy, new food production system and welfare/medical<br />

<strong>services</strong>. In this trend, universal and sustainable design as a part of creative<br />

<strong>industry</strong> is collecting people‟s eyes.<br />

This means <strong>Creative</strong> Industry can be good integration tool in cross industrial<br />

fields.<br />

In the action of strengthening of social capital, Regional Development projects<br />

are mentioned with examples. Those projects can be the ignition key for<br />

developing creative <strong>industry</strong>.<br />

NPO‟s contribution to creative activities is also introduced.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 72


Role of <strong>Creative</strong> Industry in New trends of Society (1/2)<br />

• In the "Industrial Structure Vision 2010" published by METI in June<br />

2010, the government outlined the basic measures to improve<br />

<strong>Japan</strong>'s global competitiveness by setting the five strategic areas to<br />

strengthen;<br />

1) Infrastructure related / system export<br />

2) Environment and energy problem solving <strong>industry</strong><br />

3) Cultural industries (fashion, content, etc.)<br />

4) Medical, nursing, health, and child care <strong>services</strong><br />

5) Frontier fields (robots, space, etc.)<br />

• These measures are meant to outgrow "Mono-pole structure" solely<br />

depending on the automobile <strong>industry</strong>, shift from "High quality,<br />

product-specific sale" to "System sales and <strong>Creative</strong> Added Value<br />

Models", and change such constraints as aging population into<br />

"Problem Solving Industry".<br />

• It is recognized in <strong>Japan</strong> for the importance of providing new values<br />

to the world in an integrated approach as well as to strengthen these<br />

five areas respectively in order not only to regain global<br />

competitiveness in economic sense, but also to contribute to the<br />

international community for a sustainable future.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 73


Role of <strong>Creative</strong> Industry in New trends of Society (2/2)<br />

• <strong>Creative</strong> Industry could play an important role in the future of society if it<br />

can develop and use a lot of creativity in such critical areas as environment,<br />

energy, food production, aging society, welfare and medical <strong>services</strong>.<br />

• Especially such areas as medical <strong>services</strong> or health care can turn creativity<br />

into social value if these industries could develop good universal and<br />

sustainable designs.<br />

• These good universal and sustainable designs could enhance <strong>Japan</strong>'s<br />

medical service and healthcare service delivery, and could strengthen<br />

manufacturing <strong>industry</strong> by creating various innovative products, machines<br />

or equipments in the long term.<br />

Fig. 5-1 Shift in Structure of <strong>Japan</strong>ese Industries and the Five Strategic Areas<br />

(Source) METI "Industrial Structure Vision 2010" (June 2010)<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 74


Role of <strong>Creative</strong> Industry in New cross industrial trends<br />

<strong>Creative</strong> Industry could play an important role in the future society for critical areas as<br />

environment, energy, food production, aging society, welfare and medical <strong>services</strong>. This<br />

means that <strong>Creative</strong> Industry is becoming the integration tool for Innovative Industry (e.g.<br />

Areas in Cyber World including Intelligence System Robots).<br />

Fig. 5-2 <strong>Creative</strong> Industry is becoming the integration tool for the Future Society<br />

<strong>Creative</strong><br />

Industry<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 75


Building Up Social Capital for Sustainable Society (1/2)<br />

• METI's "Industrial Structure Vision 2010" (June 2010) stresses the<br />

importance of social capital as a foundation for diverse<br />

developments in <strong>Japan</strong>ese industries.<br />

� While "economization of Culture" can largely be performed in the<br />

content sectors by monetization of films, music, anime, etc.,<br />

"Culturezation of Economy" is achieved by diverse interactions<br />

in creative <strong>services</strong> sectors. Strengthening the creative <strong>services</strong><br />

sectors could increase the volume and quality of <strong>Japan</strong>'s social<br />

capital and leads to more sustainable society.<br />

Table 5-1 Culturezation of Economy" and Strengthening Social Capital<br />

"Economization of Culture" (Monetization of content)<br />

A phenomenon that creative expression become the<br />

source of economic value. Content <strong>industry</strong> is a typical<br />

example.<br />

"Culturisation of Economy" (Shift from personal needs<br />

to social needs)<br />

A larger phenomenon than "Economization of Culture",<br />

seen in the area of wider social economy.<br />

Contents create economic value not only in content<br />

<strong>industry</strong> but also integrated in wider economic activities.<br />

Content acts as an output. Content is embedded in other entities, acting as an input.<br />

Entertainment content is more appreciated.<br />

Non-entertainment content is a major force, acting for<br />

quality of life.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 76


Building Up Social Capital for Sustainable Society (2/2)<br />

Lack of social capital<br />

* Small number of social entities<br />

* Each entity lacks volume<br />

* Entities are not networked<br />

* Local policies are sometimes implemented without<br />

being fully digested.<br />

* Once a connection between an entity to another entity<br />

is cut up, it is hard to reconnect them.<br />

* "Love lasts as long as money endures."<br />

* A program does not necessarily lead to a new<br />

program and long-term communications.<br />

Fig. 5-3 "Culturization of Economy" and Strengthening Social Capital<br />

<strong>Creative</strong> Services Sectors play<br />

important roles in bringing<br />

"Culturization of Economy" to the<br />

society, and when they become<br />

more and more massive...<br />

Abundant social capital<br />

* Large number of social entities<br />

* Each entity has certain volume<br />

* Entities are networked (even with<br />

entities outside the society)<br />

Networking<br />

with entities<br />

outside your<br />

own society<br />

* Local policies are fully digested, and then implemented with the involvement of many entities.<br />

* Even if a connection between an entity to another entity is cut up, a web of network could<br />

recover that.<br />

* Since many entities are rooted in the local community, it is easier to create new programs.<br />

(Source) summarized from METI "Industrial Structure Vision 2010" (June 2010) and Jung Hoon Kim<br />

[Assistant Professor, Research Institute for Digital Media and Content, Keio University] (December 2008)<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 77


Strengthening Social Capital at Region Development project Using<br />

<strong>Creative</strong> Resources<br />

In <strong>Japan</strong>, many regional area including small cities promoting "<strong>Creative</strong> City"<br />

projects. Those are working on long-term regional development by leveraging their<br />

traditional culture or by boldly introduce New and Foreign culture. These cities<br />

typically implement their programs with strong support from local residents and<br />

nonprofit organizations (NPO).<br />

Table 5-2 List of Local Communities Working on Regional Development with <strong>Creative</strong> Industries<br />

Nanao, Ishikawa Pref. A famous actor's theater group plays regularly, and the city intends to make<br />

performance art take root in the community, increase population and attract tourists.<br />

Matsumoto, Nagano Pref. Through Maestro Seiji Ozawa's "Saito Kinen Festival Matsumoto" held every<br />

summer, the city tries to attract tourist who love classical music and promote the<br />

region.<br />

Kōka, Shiga Pref. Regional development through ceramics <strong>industry</strong>. With its artist in residence<br />

program, the Shigaraki Ceramic Cultural Park contributes to the region's cultural<br />

exchanges by inviting 30-some ceramic artists every year from home and abroad.<br />

Takayama, Gifu Pref. Tourism developments with landscape planning where natural & historic sites are<br />

carefully preserved, as well as with traditional wood crafts using quality local timber.<br />

Naoshima, Kagawa Pref. The small island serves as a big showcase for modern art, attracting many tourists<br />

from home and abroad. Art lovers call the island a "Mecca for contemporary art".<br />

Fukuoka, Fukuoka Pref. The city works on fashion <strong>industry</strong> development, mainly targeting Asian countries.<br />

Organising promotional activities in Taiwan & trade fairs for Chinese buyers, etc.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 78


Region Development project Using <strong>Creative</strong> Resources<br />

Example case at “Naoshima” (1/2)<br />

Naoshima is a small island of 8 km² located in the north of Takamatsu. The town is<br />

administratively composed of the island and other 20-some smaller islands. Local<br />

residents were facing such serious issues as environmental destruction, depopulation in<br />

the increasingly aging community. But the island turned these negative circumstances<br />

into creating new positive values using creative economy and environmental programs,<br />

significantly strengthening the region‟s social capital.<br />

><br />

The island started their art tourism activities and regional development in 1980s, around the time a private corporation set up<br />

an art museum as a part of its philanthropy.<br />

• The company plays a leading role in making modern art take root in the community and attracting tourist. Local government<br />

and nonprofit organizations support the activities.<br />

• With the concept of "cultural village Naoshima", founder of Benesse (an education company, former Fukutake Publishing)<br />

initiated the activities to nourish people and culture of Naoshima in late 1980s.<br />

• Various artworks from world famous contemporary artists are exhibited not only inside the museums but also in the island‟s<br />

natural landscape as site specific works.<br />

• Artists and local residents came to interact through the Art House Project in which artists actually live in the island and<br />

transform vacant local houses into artworks.<br />

�The idea of "Art House Project" came from village officers who were worried about vacant houses increasing in the<br />

aging community, and told Benesse about it.<br />

><br />

• Naoshima had no specific local <strong>industry</strong> but that of fishing. In 1916 the town accepted the establishment of Mitsubishiaffiliated<br />

copper smeltery to ease the financial difficulties. Its population and tax revenues increased thanks to the smeltery,<br />

but they came to suffer serious air pollution that completely killed the trees of neighboring islands.<br />

• In order to turn the polluted island into something rich in nature and better place to live, the town and Mitsubishi constructed<br />

and began operation of the industrial waste disposal facility in the property of Mitsubishi plants, accepting industrial wastes<br />

from neighboring Teshima island which also had serious problem with industrial wastes.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 79


Region Development project Using <strong>Creative</strong> Resources<br />

Example case at “Naoshima” (2/2)<br />

Art Tourism was expanded to neighbouring local communities,<br />

culminating to the concept of "Kagawa Setouchi Art Tourism"<br />

Number of tourists visiting Naoshima Town by main activities<br />

History, culture<br />

Industrial sites<br />

Sports, recreation<br />

Benesse House opens<br />

1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008<br />

(Source) Town-Naoshima Tourism Association<br />

Fig. 5-4 <strong>Creative</strong> Industry (Art Tourism) in Naoshima<br />

Spill-over effect of Art tourism in Naoshima<br />

Art House Project starts<br />

Chichu Museum opens<br />

Contribution to local society not only with art<br />

tourism but also with environmental projects<br />

and recognition of local agricultural traditions<br />

Stabilised local economy<br />

Local and international tourists<br />

The brand image was enhanced<br />

Not financial but more versatile support<br />

increased, 12% of total tourists<br />

for the company which runs the<br />

Local government<br />

to Naoshima came from<br />

long-term philanthropy programs<br />

outside <strong>Japan</strong> in 2006<br />

in the island<br />

Public<br />

From participation to<br />

Long-term Commitment<br />

Transportation and<br />

active involvement<br />

by Bennese<br />

other social infra-<br />

Private<br />

Residents<br />

structure was upgraded<br />

More elder residents came to<br />

Corporate philanthropy Human capital<br />

participate in the local communities<br />

(Source) The <strong>Japan</strong> Research Institute<br />

Art Tourism in Naoshima<br />

through art projects<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 80


NPO Market Player; Number of art-related NPOs (1/2)<br />

• Growing number of nonprofit organizations have been<br />

established in <strong>Japan</strong> since the implementation of the Law to<br />

Promote Specified Nonprofit Activities or NPO Law in December<br />

1998. There are a significant number of art-related NPOs<br />

created in recent years, some of them are engaged in regional<br />

developments or communications using art and creativity as a<br />

powerful media, and not limited to the development of art<br />

activities itself.<br />

• As more local governments are committed to their creative city<br />

projects, art-related NPOs could play important roles as<br />

mediators who could intermediate local governments,<br />

enterprises, residents, and local community, as provider of "new<br />

public" in brief. It is believed that art NPOs have huge potential<br />

in acting as influential key players who could work for<br />

strengthening social capital of the region, not just as small<br />

culture clubs for amateurs.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 81


Authorized NPOs<br />

40,000<br />

35,000<br />

30,000<br />

25,000<br />

20,000<br />

15,000<br />

10,000<br />

5,000<br />

0<br />

NPO Market Player; Number of art-related NPOs (2/2)<br />

Fig. 5-5 Number of art-related NPOs in <strong>Japan</strong> & Some Cases on Government-NPO Collaborations<br />

Number of art-related NPOs in <strong>Japan</strong> Collaborations between local governments and art-related NPOs<br />

35,669<br />

4,000<br />

<br />

23,608<br />

28,777<br />

32,630<br />

3,500<br />

3,550<br />

3,000<br />

2,500<br />

* Kawasaki, Kanagawa<br />

"Kawasaki Art Center" is owned by the municipal government and jointly operated by<br />

the local culture foundation and an NPO specialized in cultural facility management.<br />

* Osaka Prefecture<br />

18,757<br />

2,006 2,000<br />

An art NPO has been operating Osaka Contemporary Art Center with the<br />

commission by the government. But the newly-elected Governor Hashimoto is trying<br />

13,250<br />

1,420<br />

1,730<br />

1,500 to close it down as a part of the government restructuring programs.<br />

1,123<br />

1,000 <br />

535<br />

500 * Tokamachi and Tsunan, Niigata<br />

Art NPOs are deeply involved in the regional development through art and culture by<br />

0 planning international art festival and operating cultural facilities, in collaboration with<br />

the local government's tourism agency.<br />

Sep, 2003<br />

Sep, 2004<br />

Sep, 2005<br />

Sep, 2006<br />

Sep, 2007<br />

Sep, 2008<br />

Number of authorized NPOs Number of art-related NPOs<br />

Art-related NPOs<br />

<br />

* Kobe, Hyogo<br />

Art NPOs rented the old immigration center facility from Kobe City and converted the<br />

space for the citizen's creative activities.<br />

(Source) summarized from Art NPO Link and other public documents<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 82


NPO Market as Incubator and Contribution to Economy<br />

Art NPOs have a huge potential in empowering social community, but in reality, there still are<br />

only a few of them which are actually working and as effective incubators to create new value<br />

or making economic contribution to the society.<br />

• With deteriorated financial base and budget cut caused by economic slump, many local<br />

governments are abandoning sustainable cultural activities. Some NPOs are affected<br />

by these situations, which have been supporting local government's cultural activities.<br />

• There are many issues involving NPOs, such as balance between “public” and<br />

“private”, outgrowing mere government subcontractors, securing financial base for<br />

more independence, etc.<br />

• According to a survey conducted by nonprofit organization "Art NPO Link" in 2006,<br />

average revenue for art-related NPOs was 10.47 million yen, which is just a half of<br />

average revenue for all types of NPOs which is 21.4 million yen.<br />

> ><br />

� Because of the lack of knowhow and experience, many<br />

NPOs can not support themselves.<br />

� Subsidy programs specific to art NPOs are not fully<br />

implemented.<br />

� Corporate tax break, tax system for donations, etc. such<br />

tax incentives are not sufficient to promote activities by<br />

NPOs.<br />

� NPO workers can not support themselves with low salary<br />

and suffer from severe working environment.<br />

� Lack of financial base affects operational resource.<br />

> ><br />

� Local governments tend to use NPOs as mere<br />

government contractors with smaller budget.<br />

Table 5-3 Problems Associated with Art NPOs in <strong>Japan</strong><br />

� Activities of art NPOs are not fully recognised and<br />

understood among local governments and private<br />

sectors.<br />

� Activities of art NPOs are not fully recognised and<br />

understood among residents and local communities.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 83


6. Suggestion & Hint to<br />

<strong>Creative</strong> Industry in Finland<br />

Summary of this Chapter;<br />

Comparison between <strong>Japan</strong> and Finland. It seems <strong>Japan</strong> and Finland have<br />

similar feature & development level of creative <strong>industry</strong>.<br />

Because of such situation, <strong>Japan</strong>‟s case can be valuable example when<br />

Finnish creative <strong>industry</strong> innovation work will be planned.<br />

6 hints are introduced for Finnish creative <strong>industry</strong> promotion work. All those<br />

hints are coming from the analysis of <strong>Japan</strong>‟s case.<br />

The idea for developing Finnish creative <strong>industry</strong> (including practical project<br />

concept of the packaging creative <strong>industry</strong> by regional development) is<br />

recommended on final page.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 84


Comparison between <strong>Japan</strong> and Finland (1/4)<br />

In fact, <strong>Japan</strong> and Finland are considered as the countries that have<br />

similar potential level of <strong>Creative</strong> <strong>industry</strong>.<br />

This means <strong>Japan</strong>‟s case can be reference information to make Finland‟s<br />

<strong>Creative</strong> Industry/ business development program.<br />

Fig. 6-1 Finland and <strong>Japan</strong> both have good competence in <strong>Creative</strong> service <strong>industry</strong><br />

(Source) DESIGNIUM, the Design Innovation Centre at the University of Art and Design in Helsinki "Global<br />

Design Watch 2008" (September 2008)<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 85


Comparison between <strong>Japan</strong> and Finland (2/4)<br />

Fig. 6-2 Finland and <strong>Japan</strong> have similar feature in <strong>Creative</strong> service <strong>industry</strong><br />

(Source) DESIGNIUM, the Design Innovation Centre at the University of Art and Design in Helsinki "Global<br />

Design Watch 2008" (September 2008)<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 86


Comparison between <strong>Japan</strong> and Finland (3/4)<br />

Table 6-1 Social and Economic Environment Surrounding <strong>Creative</strong> Industry in <strong>Japan</strong> and Finland<br />

Society <strong>Japan</strong>ese are famous for<br />

its love of art.<br />

<strong>Japan</strong> Finland<br />

Strength & Opportunities Weakness & Threat Strength & Opportunities Weakness & Threat<br />

From kids to adults,<br />

people like manga and<br />

anime as essential part of<br />

daily life.<br />

People are very receptive<br />

and flexible to foreign<br />

culture such as art and<br />

food.<br />

Economy Good at "single content,<br />

multiple uses" strategy.<br />

Various measures to<br />

create economic value or<br />

social capitalisation from<br />

local culture.<br />

<strong>Japan</strong>ese like art, visit<br />

museums a lot, but not so<br />

many people actually buy<br />

artworks.<br />

Under deflation, civil<br />

activities are not<br />

necessarily creating<br />

economic values or social<br />

capital.<br />

TFP and labour are not<br />

making significant<br />

contribution to economic<br />

growth.<br />

High level of education on<br />

art, culture and creativity.<br />

Welfare and innovation<br />

are strengthening the<br />

country's social capital.<br />

Innovative companies<br />

such as Nokia are the<br />

source of international<br />

competitiveness.<br />

Education sits at the heart<br />

of the creative offer, with<br />

polytechnics linking with<br />

creative businesses.<br />

TFP and labour make<br />

significant contribution to<br />

economic growth.<br />

<strong>Creative</strong> processes in<br />

rural areas are not being<br />

developed to their<br />

commercial <strong>Creative</strong><br />

Industries potential.<br />

The link between<br />

universities and creative<br />

businesses could be<br />

strengthened.<br />

(Source) summarized from Tom Fleming "A <strong>Creative</strong> Economy Green Paper for the Nordic Region" (November 2007) and other public documents<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 87


Comparison between <strong>Japan</strong> and Finland (4/4)<br />

Table 6-2 Social and Economic Environment Surrounding <strong>Creative</strong> Industry in <strong>Japan</strong> and Finland<br />

<strong>Japan</strong> Finland<br />

Strength & Opportunities Weakness & Threat Strength & Opportunities Weakness & Threat<br />

Politics Government began to take Attractive policies and plans, A very strong track record in Cooperation between<br />

comprehensive approach not but they are not sufficiently policy support for the <strong>Creative</strong> ministries, regional partners<br />

only with digital content but coordinated or implemented. Industries.<br />

and sector development<br />

also with food and tourism.<br />

organisations needs to be<br />

Realising the need for cross- Need to create and<br />

Support with public funding advanced.<br />

ministerial cooperation. strengthen centralised IP<br />

strategy.<br />

and IP protection measures.<br />

Kan administration is<br />

Ministry of Education has<br />

committed to "Cool <strong>Japan</strong>"<br />

great authority on public-<br />

strategy.<br />

funded museums, theaters,<br />

orchestras, as well as on<br />

locally funded or subsidised<br />

organisations and civil<br />

activities.<br />

Shift "from hakomono to<br />

Policy coordination is<br />

softpower, from concrete to<br />

increasing, e.g. between The<br />

people"<br />

Ministry of Education and<br />

Culture and The Ministry of<br />

Trade and Industry.<br />

Technology High level of designing and Asian countries are gaining A world-leading cluster of Empowering SMEs as well as<br />

technology.<br />

experience and expertise in design-led technology and big companies like Nokia<br />

anime production, threat content businesses. could enhance the country's<br />

Good at incorporating <strong>Japan</strong>ese competitors. Global presence of Nokia. global competitiveness even<br />

traditional culture and<br />

innovative technology.<br />

further.<br />

Ecology High level of technological Not fully aware that creativity From governments to High level of awareness to<br />

potential in contribution to can contribute to environment residents, higher level of environment and welfare is not<br />

environment and welfare. and social capital.<br />

awareness to environment and necessarily leading to cultural<br />

Use of robotics technology for<br />

welfare.<br />

development and social<br />

welfare <strong>industry</strong>, etc.<br />

capitalisation.<br />

(Source) summarized from Tom Fleming "A <strong>Creative</strong> Economy Green Paper for the Nordic Region" (November 2007) and other public documents<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 88


6.0<br />

5.0<br />

4.0<br />

3.0<br />

2.0<br />

1.0<br />

0.0<br />

-1.0<br />

0.96<br />

1.62<br />

0.46 0.48<br />

0.49 0.34<br />

0.31<br />

1.88<br />

2.05<br />

0.39<br />

Study from <strong>Japan</strong>‟s case<br />

Components of GDP growth in <strong>Japan</strong><br />

6.0<br />

Components of GDP growth in Finland<br />

Contribution of manufacturing <strong>industry</strong> to Total GDP<br />

Collapse of the<br />

asset bubble<br />

1981-1985 1986-1990 1991-1995 1996-2000 2001-2006<br />

Poor capital investment by private sector<br />

due to the lack of good development and<br />

investment opportunities<br />

11.9%<br />

Fig. 6-3 Components of GDP Growth in <strong>Japan</strong> and Finland by Growth Accounting Frameworks<br />

Full-scale deflation<br />

(1998-)<br />

1.65<br />

0.04<br />

0.86<br />

0.30<br />

0.73<br />

TFP<br />

Non-ICT capital<br />

0.25<br />

0.28<br />

0.40<br />

0.50<br />

0.23<br />

0.42<br />

ICT capital<br />

Labour composition<br />

-0.38<br />

-0.23<br />

-0.60 -0.38 Hours worked<br />

Cut in working hours and<br />

workforce due to corporate<br />

restructuring plans<br />

Technological innovation is beginning to raise the TFP growth<br />

Contribution of ICT capital to Total GDP growth<br />

91-96 02-07<br />

5.0<br />

83-88 94-99<br />

85-90<br />

84-89 96-01 96-01 91-96 01-06<br />

95-00 84-89<br />

4.0<br />

<strong>Japan</strong> US UK Finland Sweden Korea<br />

before the country's financial crisis<br />

after the country's financial crisis<br />

3.0<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 89<br />

2.0<br />

1.0<br />

0.0<br />

-1.0<br />

-2.0<br />

-3.0<br />

-4.0<br />

1.07<br />

0.38<br />

1.02<br />

0.22<br />

-0.11<br />

1.13<br />

1.09<br />

0.50<br />

0.69<br />

-0.11<br />

The fall of the Soviet<br />

Union brought a drastic<br />

drop in export and<br />

seriously damaged the<br />

Finnish economy<br />

Industrial<br />

restructuring<br />

0.86<br />

0.22<br />

0.91<br />

-2.74<br />

0.05<br />

1.95<br />

0.56<br />

0.63<br />

1.27<br />

0.18<br />

1.18<br />

0.35<br />

0.40<br />

0.26<br />

0.42<br />

1981-1985 1986-1990 1991-1995 1996-2000 2001-2006<br />

Significant contribution of<br />

manufacturing <strong>industry</strong> to<br />

TFP growth and innovation<br />

Productivity through labour input seems<br />

more effective compared to <strong>Japan</strong><br />

9.4% 15.7% 33.5% 17.8% 14.7% 15.1% 13.7% 15.4%<br />

(Source) summarized from EU KLEMS Growth and Productivity Accounts (November 2009) and<br />

Cabinet Office "Annual Report on the <strong>Japan</strong>ese Economy and Public Finance" (July 2009)


<strong>Creative</strong> Industry Promotions in <strong>Japan</strong> (1/2)<br />

In order to become a "World Power on Cultural Industry", <strong>Japan</strong>ese<br />

government is now shifting its focus from digital media industries<br />

and taking more comprehensive approaches by leveraging <strong>Japan</strong>’s<br />

"food" and "tourism" as well as manga, anime and other globally<br />

competitive contents.<br />

• The plan started with the government‟s notion that <strong>Japan</strong> has been<br />

a big importer of foreign culture but rather weak in the volume of<br />

cultural exports. Now they are trying to promote <strong>Japan</strong>ese culture<br />

not only with manga or anime but also with our food, tourism and<br />

overall <strong>Japan</strong>ese culture, committed to become a "big exporter of<br />

culture" and increases <strong>Japan</strong>'s national strength.<br />

• <strong>Japan</strong> has long adopted foreign culture from the continent through<br />

China or Korea. <strong>Japan</strong>ese arts, medical science, and astronomy<br />

flourished through contacts with the Western culture of Portugal and<br />

Spain in the 16th Century Azuchi-Momoyama period. People's<br />

lifestyle was largely westernized after the War. As you see, the<br />

capacity to adapt foreign cultures makes some basis for<br />

<strong>Japan</strong>ese culture.<br />

• On the other hand, <strong>Japan</strong>ese culture has not made major impacts in<br />

terms of export volume.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 90


<strong>Creative</strong> Industry Promotions in <strong>Japan</strong> (2/2)<br />

With various new and innovative expressions, <strong>Japan</strong>'s<br />

creativity gained a global presence in the recent years. But<br />

this was achieved not necessarily because of government<br />

promotions but because of quality of individual work and<br />

product, as well as "connoisseurs" who can evaluate these<br />

<strong>Japan</strong>ese local contents and products in the context of global<br />

market and "enthusiasts" that truly enjoy them. Development<br />

of Information technology is pushing further their deep<br />

engagements with <strong>Japan</strong>ese creations.<br />

• What a government has to do is build environments and<br />

infrastructure (regulatory frameworks and strategies, intellectual<br />

property measures, education, subsidies and tax incentives, etc.)<br />

that can accelerate positive trends happening in the private<br />

sector and make creators and productions generate maximum<br />

economic returns.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 91


<strong>Creative</strong> Industry Promotions in <strong>Japan</strong> and Finland (1/2)<br />

It is believed in <strong>Japan</strong> that the Finnish<br />

government stands head of the <strong>Japan</strong>ese<br />

government in terms of consistency, continuity<br />

and policy implementation capability in general.<br />

• It is understandable that, as a part of EU member<br />

states, Finland needs to follow EU-wide regulatory<br />

framework not just of creative industries but also of<br />

various other industries and sectors. In spite of<br />

these constraints Finland is confidently showing<br />

and offering the Finnish values, identities and<br />

creativity to the rest of the world.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 92


<strong>Creative</strong> Industry Promotions in <strong>Japan</strong> and Finland (2/2)<br />

Fortunately both <strong>Japan</strong> and Finland have their own stock of creativity<br />

in abundance, and are competitive in the global market.<br />

• <strong>Japan</strong>ese people have a lot of respect and feel close to Finnish culture (e.g.<br />

Finnish glassware and furniture are very much appreciated among <strong>Japan</strong>ese<br />

consumers. High level of education and welfare is what <strong>Japan</strong>ese have to learn<br />

from Finland.) There is a lot of possibilities that <strong>Japan</strong> and Finland can<br />

cooperate each other to develop <strong>Creative</strong> Industry promotion project.<br />

• Finnish Competitive ICT can be one of the basis for empowering creative<br />

<strong>industry</strong> through contents <strong>industry</strong> & creative service <strong>industry</strong>.<br />

• Using the creativity stock and showing grand perspectives, Innovative sector &<br />

business players can lead the country not just with economic force but also with<br />

more comprehensive strength.<br />

• Nonprofit organizations could play important roles in strengthening social capital<br />

and raising cultural capabilities in local communities.<br />

• Through the accumulation of such small activities, a sustainable society can be<br />

achieved in response to the shift from "Industrial Economy" to "<strong>Creative</strong><br />

Economy".<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 93


Learning points & Hints from <strong>Japan</strong>‟s case (1/2)<br />

1. Advantages of <strong>Japan</strong>‟s <strong>Creative</strong> Industry are <strong>Japan</strong> specific<br />

segments and/or strong fields. Those <strong>industry</strong> segments are<br />

coming from <strong>Japan</strong>ese traditional cultures and its history. Reanalyzing<br />

Finnish culture and tradition that affect on <strong>Creative</strong><br />

activities can give the idea what kind of advantages are in<br />

Finnish creative <strong>industry</strong>.<br />

2. <strong>Japan</strong>ese Contents <strong>industry</strong> utilize spillover effect to other<br />

related business fields strategically. Contents itself only make<br />

a part of profit for <strong>Creative</strong> <strong>industry</strong>. Cross industrial idea<br />

should be necessary elements when development/innovation<br />

program of <strong>Creative</strong> <strong>industry</strong> will be launched.<br />

3. International activities with the usage of foreign cultural<br />

influence can be effective way to promote <strong>Creative</strong> <strong>industry</strong>.<br />

Cooperation with foreign creative sector (e.g. <strong>Japan</strong>ese<br />

creative project/ program) will be needed to consider seriously.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 94


Learning points & Hints from <strong>Japan</strong>‟s case (2/2)<br />

4. In cross industrial idea, Contents (Game, Animation Movie etc),<br />

Design, Fashion, ICT, Food and Tourism can be combined<br />

each other. Regional development projects leaded by local<br />

government in <strong>Japan</strong> can be valuable example case if Finnish<br />

project will be promoted.<br />

5. Local government sector should have more active involvement<br />

to develop regional creative <strong>industry</strong> sector followed by<br />

analysis of local tradition and culture.<br />

6. There should be “integrator” if <strong>Creative</strong> Industry is hoped to<br />

make profit/ benefit as much as possible as cross <strong>industry</strong> filed.<br />

Government or local government (and its related innovation<br />

centre) can be integrator. NPO has also a possibility to be key<br />

element of project group.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 95


Eco city planning<br />

(City Design segment)<br />

Farmer’s<br />

market<br />

(Tourism)<br />

Project idea;<br />

Whole package of creative <strong>industry</strong> as regional development project<br />

Restaurant<br />

(Food)<br />

Fig. 6-4 Image of regional development project<br />

Design, Fashion,<br />

and Art studio &<br />

shops<br />

(contents, service)<br />

Eco tourism<br />

Spa<br />

(Tourism)<br />

3 generation<br />

park (Design<br />

of playground<br />

equipment)<br />

ICT, Degital<br />

archives, etc<br />

Historic<br />

Heritage<br />

(culture,<br />

contents)<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong><br />

96


Project idea for developing Finnish <strong>Creative</strong> Industry<br />

• Government or Innovation centre can be integrator to make cross<br />

industrial type project in <strong>Creative</strong> <strong>industry</strong>.<br />

• Analyzing the feature of Finnish culture that is leaded by integrator<br />

should be necessary to find Finnish specific segments.<br />

• Regional development project is one good solution to integrate many<br />

parts of creative <strong>industry</strong>. Spillover effects can be hoped in this case.<br />

• One regional development model can be reference case for other local<br />

area.<br />

• Cooperate with foreign sector (e.g. Local area of <strong>Japan</strong>) can be one<br />

good solution if regional development project will be hard to establish in<br />

Finland. Finnish creative <strong>industry</strong> players can introduce their service<br />

and products into foreign regional development project with<br />

internationalization process.<br />

Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 97


Date; 071010 <strong>Creative</strong> Industry in <strong>Japan</strong> © Finpro, Finnode <strong>Japan</strong> 98

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!