Marketing ‘Japan’
Japanese Cultural Presence Under a Global Gaze [1998]
Bibliographic Data
| ID | 20084062 |
|---|---|
| Authors | Koichi Iwabuchi (0000-0002-9394-6174, corresponding author) |
| Year | 2023 |
| Pages | 218-232 |
| Publication date | 2023-04-28 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | CHAPTER |
| Venue | The Design Culture Reader (SOURCE_BOOK) |
| Publisher | Routledge (PUBLISHER • GB) |
| DOI | 10.4324/9781003416692-30 |
| OpenAlex | W4367315067 |
| ISBN | 9781003416692 |
| Language | EN |
| Citations received | 1 |
The Japanese cultural commodities that circulate so successfully seem, in relation, to lack any connection to Japanese bodies. Even some of the most popular character games produced by Japanese companies distinctly play down any relation to Japanese populations. The fact that the Japanese pop that is being adapted is in turn an adoption and alteration of American pop vernacular casts Japan as crucial cultural intermediary for the spread of a sort of global-Americanism design culture. Japanese animation industries always have the global market in mind and are aware that the non-Japanese-ness of characters works to their advantage in the export market. While Japanese cultural industries have been unsure of the exportability of distinctively Japanese products, they are confident that other Asian countries will follow the same path as Japan in terms of a rapid indigenisation of foreign popular culture
Business · Economic geography · Gaze · Geography · Political science · Computer Science · Globalization and Cultural Identity · Japanese History and Culture · Artificial Intelligence
| Unique citing works | 1 |
|---|---|
| Citations per year | 0,08 |
| Citation span | 2013 - 2013 (1) |
| Citation velocity | historical |
| Highly cited | No |
| Citation types | Neutral: 1 |