FinNode Japan Creative industry services (pdf)
FinNode Japan Creative industry services (pdf)
FinNode Japan Creative industry services (pdf)
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