Research on Lifestyles created by Content
Organizational structure of the research
Planning and promotion
Fumio Hasegawa, Professor of Meiji University, School of Global Japanese Studies
Research and promotion
Kazuo Midorikawa, CEO of Digital-Image
Tadakazu Fukutomi, PROFESSOR, Senshu University
Hirohiko Koyamada, CEO of Think Communications, Inc
Akio Kunii, Chief researcher of InfoCom Research, Inc.
Research partners
Kazuhiro Niinuma, Counselor of Office of the President, Wellness Department, Namco Bandai Games, Inc.
Yujiro Ono, Chief researcher, Research Laboratory of Human Amusement, AM Specialized Machine Development Department, Namco Bandai Games, Inc.
Hisakazu Hirabayashi, CEO of INTERact
Shuzo Ueda, Director of Kyoto International Manga Museum
Chapter 1: Purpose of the Research
1-1. Background
So-called “Content”, which includes manga, anime, and video game, has been consumed mainly for the purposes of entertainment and leisure-time amusement. However, Content has started to garner attention in areas other than entertainment due to its friendliness and its eye-catching characteristics. It has started to be used for the purposes of improving everyday convenience in particular.
For example, manga is now very familiar because it even appears in various instruction manuals and community pamphlets. In addition, manga and anime have started to be used for educational purposes to promote understanding regarding luxury grocery items or cuisines, such as wine. Additionally, the game console Wii, which was released last year by Nintendo, can function as a sport simulator and serves as a lifestyle-oriented device in various areas, such as health management. This trend will be accelerated with the development of our information-driven network society. In this research, we will investigate the relationship between Content and everyday life by researching current conditions and trends.
1-2. Purpose of the research
With the above background in mind, the purpose of this research is as follows.
(1) To study the potential usage of Content (manga, anime, video games, etc.) in areas other than entertainment.
(2) To analyze how Content creators view the relationship between Content and everyday life.
(3) To identify and pni-che
Niredict how Content will be involved in our everyday lives.
1-3. Details of the research
We will conduct research in the following specific areas.
- (1) Analysis of social environments that promote the current conditions.
- (2) Case research on the relationship between Content and everyday life. Examine cases that match the purpose of our research from books, magazines, and websites.
- (3) User evaluations Conduct a survey interview of 10 subjects ranging in age from their 10s to their 50s regarding the current usage of Content and its involvement in their everyday lives.
- (4) Intentions of Content developers Conduct a survey interview with Content providers and researchers that match the purpose of our research.
- (5) Future trend analysis Discuss future trends with other members of the research team.
- (6) Links with future lifestyles Based on the results of our research, study the relationship between Content and lifestyle.
1-4. Research methods
- (1) Conference discussions with experts
- (2) Case studies using relevant literature
- (3) Survey interviews with Content developers
- (4) Interview-style questionnaire survey

