This Paper focused on STEAM platform development process on the base of smart G learning 'G' in G learning means Game or Global and it is defined as a teaching-learning method which combines academic curriculum with games together. STEAM means Science, Technology, Engineering, Art and Mathematics. The purpose of STEAM education is not only to raise understanding and motivation on Science and Technology but also raise capabilities on integrating of principles and problem solving. This platform is consisted of couple of components such as textbooks, video clips and games. After finishing the platform development, the paper made students use them at real classes and got high motivation and satisfaction on G learning STEAM contents.
Boosted by its user-centric approach in development and hands-on management by Kazuki Morishita, CEO of the company, GungHo has been realizing the cyclical innovation which ultimately leads to the production of the super-hit title "Puzzle and Dragons" and the redefinition of the gaming industry being in the transformation by the emergence of smart devices. While the industry is moving toward mercantilism, the spirit of pursuing originality and strong commitment to prioritize the creation over the trend of the market together with the limitations in development guide the company into a unique position to advocate pure amusement for all the stakeholders.
Profit models for content marketing on smartphones and mobile devices have not yet been established. Among the new undertakings for establishing such models in Japan, we will discuss cases of collaboration between late-night anime shows and video sharing websites, as well as content marketing distribution using Twitter Amplify. The content marketing industry in the twentieth century arose by enabling music and theater productions - which previously could only have been "distributed" through live performances and theater-going - to "record," "replay," and "transmit" their content. As far as the content marketing industry in the twenty-first century is concerned, a transformation that is equally significant to that noted above is possible through social media, smartphones and mobile devices.
M2M market spreads rapidly. This is because M2M begins to be used for consumers. In addition, the use of the cloud lets a market of M2M spread. M2M comes to have a higher function by the advancement of the data analysis technique in future. M2M will become the thing called IoT in the future. When M2M is called IoT, the business model of the existing player greatly changes. Nobody has expectation which company it is to win at that time.
Recently, data traffic to social network sites by the smart phone users has been skyrocketing in Japan. Also, political campaigns using social media are no longer prohibited by law In this paper, I investigated the impact of political campaigns using social media on the 23rd regular election for the House of Councilors and the 47th general election of the House of Representatives. I found that it was quite difficult or impossible to predict the outcomes in case of single seat constituencies in both the House of Councilors and the House of Representatives. In case of the national proportional representation elections, however, it was feasible to predict the results in real time.
This study examines the reciprocal relationships between consumer decision-making and corporate image in the mobile communications service market of japan. First, we investigated the structure factor of the corporate image that consumers perceive in the mobile communications service market. Second, We have classified the corporate image to the corporate ability image and social responsibility image, examined the direct effects and indirect effects corporate image has on the decision-making of consumers
We analyzed factors of low penetration rate of smart phone in urban area. As a result, low penetration rate of smart phone correlate significantly with high percentage of the primary industry. Also, population aging rate and regional income show a poor correlation.
The fast-growing China, India, I was analyzed for the emerging mobile phone manufacturers. The Samsung Electronics has led the global market, is compared with Apple's strategy, it was clarified challenges and future prospects emerging manufacturers faced.
Cooperative works and cluster formation are essential for innovation. In health care industry, we found out the way of innovation created by mobile devices themselves through information processing on virtual clusters, which is named here "Instant innovation". Generally, the creation of Instant innovation may be realized as follow; First, the mobile devices themselves process and integrate multiple pieces of information. Next, the mobile devices with the users specialize such information to create Instant innovation. Moreover they reproduce further innovation by utilizing themselves as industrial cradle. In conclusion, mobile devices can function as a major innovation actor.