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The cultural economy of fanwork in Japan: dōjinshi exchange as a hybrid economy of open source cultural goods

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Hernandez, A. D. H. (2018). The Anime Industry, Networks of Participation, and Environments for the Management of Content in Japan. Arts, 7, 1–32. https://doi.org/10.3390/arts7030042

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 which represents the industry's needs regarding cultural content as intellectual property, and another that represents consumers' practices and which regards content as a common or free resource for enabling participation in digital networks. I argue that rather than the production of content, it is the production of value through the management of fictional worlds and user's participation in media platforms that lies at the core of the Kadokawa Dwango Corporation's self-proclaimed 'ecosystem'. This case represents the transformations in the Japanese content industry to survive the increasing transnationalisation of consumption and production.

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American Journal of Comparative Law, 2014

Recently the Japanese government revised its copyright law, and one of the major changes in it is that illegal downloaders in Japan now face up to two years’ imprisonment or a fine of ¥2 million (approximately US$19,265), or a combination of the two for downloading certain kinds of copyrighted content. These momentous changes have triggered backlashes around the country from below, as might be expected. Interestingly, the industrial practices of Japanese content industries have developed certain domestic and foreign copyright-related strategies that tolerate some alleged copyright-infringing fan activities. This paper argues that, although some of these strategies are incompatible with the current copyright law regime, and specifically the aforementioned revision to Japan’s copyright law, they have unconsciously created unexpected positive outcomes. This paper uses an integrative approach that combines market analysis and comparative law methods — to examine these copyright strategies, and proposes an alternative solution to deal with the copyright problems raised by fan-based activities.

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The media and entertainment industry in China is witnessing the changing nature of its relationships between fans and the artists/studios they follow. Fans, once merely passive recipients of marketing campaigns, are now shifting from sharing their original work (fan art, fan vids, fan fics) as active members of fan communities, and participants within the "gift economy", to being content experts leveraged as co-creators by studios seeking to ensure the success of productions before they are released into the marketplace. China's media and entertainment companies are beginning to embrace the creative powers of their fans, and are seeking new ways to develop, invest in, and nurture their fan community towards the co-creation of products, especially with high level "super fans", surpassing the mere driving of purchases through lifestyle affinity. In this paper we define and discuss elements of Chinese "fans", their evolving relationship with artists and studios, and their impact on the Chinese media and entertainment industry. This includes a description of fan "levels", an adaptation of the ARPU (average revenue per unit) used to measure fan value, and a review of social media platforms that provide a technological base for company/ fan interaction. We share examples from China's music, film, and television industries based on interviews with industry practitioners, and offer some insights on how companies can benefit from this collaborative product development practice. In conclusion, we draw parallels between the direction of the fan-studio collaboration process with the rapidly expanding innovation process known as "design thinking", where companies incorporate feedback from side-by-side collaboration with customers and expert users during the product development process.