Video-sharing sites like YouTube and streaming services like Amazon Prime Video and Netflix, along with unlawful platforms such as Anitube, are environments of consumption enabled by increasing transnational consumption that are pushing for transformations in the Japanese animation industry. Among these platforms, the Kadokawa Dwango Corporation is known to rely on the integration of consumers’ practices and the needs of the animation industry in a changing and challenging era of transnational content flows. In this paper, I focus on the Kadokawa Dwango Corporation, a major player in the contemporary media mix, and its pushing forward of the creation of an environment that integrates two different stances on cultural content: one whic...
The aim of this article is to examine the Japanese Governments approach to protecting its media trad...
Amid the growing wealth of digital technologies and social media platforms across the web, eclectic ...
This article considers the phenomena of global online screen entertainment platforms in the context ...
Video-sharing sites like YouTube and streaming services like Amazon Prime Video and Netflix, along w...
As an alternative reading of anime’s global consumption, this paper will explore the multiple ...
The ubiquitous nature of digital technology has had globalization and contents sharing promoted by c...
Japanese creative media – particularly, its comics, animation, and video games – has found success g...
At no other point in human history has technology played so vital and all pervasive a role in every ...
This thesis ethnographically examines the globalising of the Japanese animation (anime) business in ...
In the last few decades, Japanese popular culture productions have been consolidated as one of the m...
Recently the Japanese government revised its copyright law, and one of the major changes in it is th...
Over the past few decades, scholars of fan studies have been engaged with questions of capital and c...
The way Japanese animation has been spread outside Japan not only by entertainment companies but als...
2020, 2020 Informa UK Limited, trading as Taylor & Francis Group. This study investigates some of th...
This article explaining the characteristics of media and content industry in Japan is the manuscript...
The aim of this article is to examine the Japanese Governments approach to protecting its media trad...
Amid the growing wealth of digital technologies and social media platforms across the web, eclectic ...
This article considers the phenomena of global online screen entertainment platforms in the context ...
Video-sharing sites like YouTube and streaming services like Amazon Prime Video and Netflix, along w...
As an alternative reading of anime’s global consumption, this paper will explore the multiple ...
The ubiquitous nature of digital technology has had globalization and contents sharing promoted by c...
Japanese creative media – particularly, its comics, animation, and video games – has found success g...
At no other point in human history has technology played so vital and all pervasive a role in every ...
This thesis ethnographically examines the globalising of the Japanese animation (anime) business in ...
In the last few decades, Japanese popular culture productions have been consolidated as one of the m...
Recently the Japanese government revised its copyright law, and one of the major changes in it is th...
Over the past few decades, scholars of fan studies have been engaged with questions of capital and c...
The way Japanese animation has been spread outside Japan not only by entertainment companies but als...
2020, 2020 Informa UK Limited, trading as Taylor & Francis Group. This study investigates some of th...
This article explaining the characteristics of media and content industry in Japan is the manuscript...
The aim of this article is to examine the Japanese Governments approach to protecting its media trad...
Amid the growing wealth of digital technologies and social media platforms across the web, eclectic ...
This article considers the phenomena of global online screen entertainment platforms in the context ...