著者
Takeyasu ICHIKOHJI Sotaro KATSUMATA
出版者
グローバルビジネスリサーチセンター・東京大学MERC
雑誌
Annals of Business Administrative Science (ISSN:13474464)
巻号頁・発行日
pp.0151214a, (Released:2016-03-11)
参考文献数
24
被引用文献数
1 6

Amateur creations are one source of Japan’s competitiveness in the content industry. This study summarizes prior research on amateur manga (comic), called doujinshi, in terms of its history and current status, overseas trends, gender aspects, and copyrights. This study then develops a research model with three hypotheses on the relationship between creation and monetization across multiple content categories. To test these hypotheses, an online survey of 2,593 individuals was conducted on the creation and monetization of manga and music. The survey’s findings were as follows: (1) Consumers who create works in one content category tend to do so in other categories. (2) Consumers who monetize their own work in one content category tend to do so in other categories. (3) Consumers who create works in multiple content categories tend to monetize their own works. This study also shows the current status of creation and monetization in Japanese manga and music.
著者
Atsushi Akiike Tohru Yoshioka-Kobayashi Sotaro Katsumata
出版者
Global Business Research Center
雑誌
Annals of Business Administrative Science (ISSN:13474464)
巻号頁・発行日
pp.0190908a, (Released:2019-10-26)
参考文献数
29
被引用文献数
2

Eisenman (2013) argues that the importance of design innovation increases in the early and late stages of an industry and is lowest in the middle stage. In response, this study empirically examines her proposition through an examination of mobile phones during the feature phone era (1999–2008) when various types of designs were being generated using design patent data. We analyze the number of mobile phone design patents registered before the current advent of smart phones as well as examining the yearly averages of forward citations (the number of times a particular design patent is cited in later design patents) and backward citations (the number of times a particular design patent cites previous design patents). Further, to shed light on interactions with an accumulation of design-related technology, the study also analyzes the number of design-related patent applications per year. Results reveal that while there was an increase in the number of design patents registered in the late stage of the industry, especially between the years of 2007–2008, the average number of forward citations drops below the average number of backward citations from 2003 onward. In other words, although at the late stages of the industry many design innovations emerged, most of these were incremental changes that followed past designs. In contrast, design-related patent applications reached a peak in 2004 and fell thereafter. It is hypothesized that this trend was influenced by the growing number of design-related patents that facilitated the easy generation of new variations in design. These results show the dilemma: Although design innovations continue to be generated over time by accumulating design-related technology, creating genuinely impactful design innovation becomes more difficult as time progresses. The study therefore demonstrates the difficulty of realizing Eisenman (2013)’s theoretical proposition.
著者
Atsushi Akiike Sotaro Katsumata
出版者
Global Business Research Center
雑誌
Annals of Business Administrative Science (ISSN:13474464)
巻号頁・発行日
pp.0180912a, (Released:2018-10-13)
参考文献数
47
被引用文献数
4

The word “Galapagos” has garnered attention in Japan as an explanation for the loss of global competitiveness by the Japanese economy and Japanese companies, even while the Japanese companies are competitive domestically. The term has particularly been used with mobile phones in Japan, which are known as “Galapagos ke-tai.” An analysis of newspaper articles showed that discussions on Galapagos mobile phones were primarily about technology, technology standards, and features. However, smartphones that looked like Galapagos ke-tai came to be called “Garaho” later, and the term Galapagos then took on the meaning of appearance.
著者
Takeyasu ICHIKOHJI Sotaro KATSUMATA
出版者
グローバルビジネスリサーチセンター・東京大学MERC
雑誌
Annals of Business Administrative Science (ISSN:13474464)
巻号頁・発行日
vol.13, no.1, pp.17-29, 2014-02-15 (Released:2014-02-15)
参考文献数
30
被引用文献数
5 8

The relationship between innovation and consumption among internet users is not uniform. This research shows different relationships between innovation and consumption in terms of the level of involvement in music from an internet survey of 1,000 music users. We measure the level of involvement in music using the two levels of components of involvement suggested by Lastovicka and Gardner (1979). For the analysis, we divide the samples into the “high involvement” and “low involvement” groups and examine each group for their relationship between innovation, indicated by “making one's own music and posting one's songs or performances on the internet,” and consumption, indicated by “average amount of money spent on music downloads per year.” The results show that there are heterogeneous characteristics among high and low levels of involvement groups in the aspects of consumption and innovation behavior. In the low involvement group, users actively innovating are also actively consuming. However, in the high involvement group, there is no clear relationship between innovation and consumption. To put it concretely, the consumption per innovating user is approximately four times more than that of non-innovating users in the low involvement group, but it is about the same in the high involvement group. In addition, the consumption per innovating user in the low involvement group is approximately two times more than that of innovating users in the high involvement group.
著者
Atsushi AKIIKE Sotaro KATSUMATA
出版者
グローバルビジネスリサーチセンター・東京大学MERC
雑誌
Annals of Business Administrative Science (ISSN:13474464)
巻号頁・発行日
vol.15, no.3, pp.149-161, 2016-06-15 (Released:2016-06-15)
参考文献数
18
被引用文献数
2

The mobile phone market in Japan has a particular type of user, called a “dual product user,” who uses multiple mobile phones. Compared with other mobile phone users, dual product users possess a high level of consumer knowledge regarding mobile phones. Their ability to process information based on their high level of consumer knowledge may enable them to use multiple products. In fact, during our survey, the mobile phones (iPhones, other types of smartphones, and feature phones) had quite diverse characteristics. In addition, dual product users tended to use mobile phones for gaming. This is likely due to the high telecommunications fees levied on smartphones in Japan as well as the complicated structure of these fees. In assessing these characteristics, users with a high level of consumer knowledge consider their own patterns of usage when using multiple mobile phones for different purposes. These findings will increase the potential for marketing to target those with a high degree of such knowledge.