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全文: "Comic Market"
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  • Takeyasu ICHIKOHJI, Sotaro KATSUMATA
    Annals of Business Administrative Science
    2016年 15 巻 2 号 89-103
    発行日: 2016/04/15
    公開日: 2016/04/15
    [早期公開] 公開日: 2016/03/11
    ジャーナル オープンアクセス
    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.
  • Hafiz Aziz AHMAD, Shinichi KOYAMA, HIBINO Haruo
    デザイン学研究
    2012年 59 巻 1 号 1_83-1_90
    発行日: 2012年
    公開日: 2012/07/11
    ジャーナル フリー
    The introduction of Japanese manga to Indonesia has triggered a big impact toward the community, a proof of the successful intercultural reception. One notable aspect is the increasing number of young Indonesian readers who begin imitating the drawing style commonly found in the manga into their own. It is argued that the positive perception of manga has persuaded the Indonesian young readers to shape their behavior that trigger the phenomenon. Based on textual analysis, we investigated the phenomenon by relating it with the social cognitive theories on behavior change, self-efficacy, cartoon and sequential art, human visual information processing, visual language and manga visual storytelling. Using the causal model of behavior change from the Social Cognitive Theory, we argued the phenomenon is the end result of bidirectional interaction between personal determinants, environmental determinants and behavioral determinants. The perception of manga visual which inspired the readers and their self-efficacy in imitating the visual style acts as the personal determinants. Manga's capability to deeply engage its readers would contribute as the environmental determinants. These factors would influence the behavioral determinants which resulted in the imitation of manga visual. Furthermore, this paper is also aimed to provide a robust theoretical foundation for further studies related to perception within media of sequential art.
  • Yoshiki MAKI, Yuji SHIRATORI, Kenta SATO, Satoshi NAKAMURA
    International Symposium on Affective Science and Engineering
    2018年 ISASE2018 巻 B3-3
    発行日: 2018年
    公開日: 2018/11/01
    会議録・要旨集 フリー

    Previous studies suggested that spoilers might increase the enjoyment of novels. However, the problem of spoilers has not been sufficiently clarified. The objective of our work is to clarify the effect of comic spoilers and to apply clarified knowledge for applications. In our past work, we constructed a spoiler dataset and investigated the spoilers’ effect by changing the spoiler timing for readers. However, in the past work, we could not clarify the characteristics of spoilers. In this work, we clarified that spoilers reduced the interest in continuing reading the comics and analyzed the characteristics of spoilers by using the dataset. Then, we considered how to construct a comic spoiler dataset and investigated how to determine the spoiling pages automatically using image processing, and character detection and so on.

  • 中川 祐志
    人間関係学研究
    2012年 18 巻 1 号 21-32
    発行日: 2012/06/26
    公開日: 2017/11/01
    ジャーナル フリー
    In recent years, attention has been focused on support for persons with Asperger's Syndrome (AS). This report discusses materials prepared from studies of the culture of Comic Market (Comiket) which is one of the Otaku culture to help in preparing special support education environments for AS persons who have lost their sense of presence. Document research has shown that the system of the Comiket that is one of the Otaku culture may function as a place that AS sufferers who have problems related to theory of mind can easily rely on. In addition, it is thought that a series of circle activities may provide hints on how AS sufferers can regain a sense of presence. The author thinks that AS research into Otaku culture is very significant towards each individual AS sufferer regaining a sense of presence, participating in society and building human relations.
  • リンマー・ ピーター・J
    人文地理
    2004年 56 巻 6 号 565-586
    発行日: 2004/12/28
    公開日: 2009/04/28
    ジャーナル フリー
    日本はグローバルな文化生産の主要な結節点へと急速になっている。アニメ・コミック・映画・音楽・テレビ番組など日本の文化的産物の多くは, 国内消費のために創られてきた (ローカリゼーション)。グローバリゼーションを明示するようなヨーロッパや北米へのこうした日本の文化的産物の輸出の増大は, 単なる西欧的価値観の保持ではなく日本的要素を組み入れている (ロー・グローバリゼーション)。日本はこうした分核化したグローバリゼーションの一部となり, 一転して文化的産物をアジアへも輸出している (グローカリゼーション)。しかしながら, 韓国・香港・台湾はローカルな文化製品を日本へ輸出している (ローカリゼーションか?)。以上のような展開は, 次のような一連の論点を浮かび上がらせている。ローカルな日本の文化的産物は, どのように始まり時間を経て変化してきたのか。日本の文化的産物は, どのようにうまく西欧文化へ普及し入り込んだのか。日本が, なぜアジアへの文化的産物の輸出における遅参者なのか。韓国・香港・台湾や他のアジア諸国から日本への文化的産物の輸出という逆流過程を, どのように理論化するのか。これらの論点を, 特に日本のコミック (マンガ) に焦点をおいて, その起源と変質, グローバル市場への輸出, アジアへの遅れた輸出の理由, アジアから日本へのコミックの逆流入, を検討し論じる。
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