Keio University

How to Research and Learn Manga, Anime, Games, and Pop Music at Keio University? — Report on the "Keio University Entertainment Three-Course Joint Symposium"

Published: March 23, 2023

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  • Susumu Niijima

    Faculty of Economics Professor

    Susumu Niijima

    Faculty of Economics Professor

Photo: Scene from the symposium

Manga, anime, games, and pop music—it goes without saying that the group of contents categorized today as entertainment and subculture, whether they are commercial or popular products, raise important issues that extend beyond those realms in various aspects of modern society. Therefore, no one would object to regarding these as a field of academic knowledge and making them subjects of research and educational activities. In fact, student interest in these genres is high, and there are many Keio students who wish to find employment in the industry, as well as many Keio University alumni who are active in corporations. Even if not for employment, there are many students who wish to study manga and anime at the university, ranging from taking classes to producing theses, and even aiming for research positions in this field. On the faculty side, we have entered an era where the generation that grew up watching manga and anime forms the core, and some are conducting research activities and developing classes linked to their own specialized fields. However, these remain individual activities, mere dots on a map, and it is difficult to say that there is coordination or organization to facilitate research and educational activities in the entertainment and subculture fields across the entire Keio University, including its affiliated schools. In terms of connecting existing academic knowledge with an understanding of popular culture, and balancing tradition with progress, the current state of Keio in this field may not be sufficiently inclined toward change.

To take a step toward solving this problem, the "Keio University Entertainment Three-Course Joint Symposium" was held (December 17, 2022, Mita Campus G-Lab). The realization of this project originated from the fact that in the 2022 academic year, three endowed courses targeting entertainment and subculture were unexpectedly launched simultaneously at Mita and Hiyoshi. However, considering the circumstances mentioned above, it could be said that this was not a coincidence, but a necessity.

At the symposium, after an explanation of the purpose by Mario Kumekawa, Vice Director of the Keio University Art Center, Atsushi Harada, a visiting staff member of the center, explained the outline of the course "Entertainment Communications Theory" (hosted by the Keio University Art Center (KUAC); an endowed course by the Japan Association of Music Enterprises and NexTone Inc.) offered at the Mita Campus. In this course, the world of the entertainment industry, centered on music, and its future are the subjects of discussion. The music market is analyzed by classifying it into four layers: "1. Creators, 2. Producers, 3. Rights Business, and 4. Fandom." Based on this, the classes consist of two elements: classroom lectures by top-tier guest instructors active in each field, and active learning by students who select one of the above layers. The former is substantial enough to be published as a lecture record, and the latter is a curriculum that fosters independence, where students themselves give group presentations on the world of entertainment and its future.

Next, Susumu Niijima, a faculty member of the Faculty of Economics, introduced "Game Studies" (a course established by the Keio Research Center for the Liberal Arts; an endowed course by Koei Tecmo Holdings Co., Ltd.), which newly opened at the Hiyoshi Campus in the fall semester of the 2022 academic year. This course is an omnibus-style class that examines the current state and potential of digital games from three perspectives: culture, industry, and technology. A characteristic feature is that, in addition to inviting researchers specializing in game studies from outside the Juku, Keio faculty members give lectures on digital games based on knowledge from their own specialized fields. Niijima also appealed for the need for the university to improve its systems for accepting international students, who will likely increase in the future, coming from overseas to study domestic and Japanese subcultures.

Finally, Atsuo Nakayama, a visiting researcher at the Faculty of Economics, gave a presentation on "Entertainment Business Theory" (an experimental course established by the Keio Research Center for the Liberal Arts in the 2022 academic year, to become an official course from next year; an endowed course by Akatsuki Inc.), which he took the lead in launching. This course aims to analyze the entertainment industry cross-sectionally, based on Nakayama's experience as a producer promoting game, anime, and sports businesses for overseas markets. The subjects of the first year's lectures are games, manga, anime, publishing, theme parks, and sports business. In addition to gaining a bird's-eye view of business models for each industry and the return on investment for individual works, the course aims to draw student interest through dialogues with industry professionals currently active on the front lines as producers and creators. While entertainment industry content often focuses on domestic matters, the emphasis on overseas expansion is a distinguishing feature of this course. This is also intended to be published as a book of lecture records, and it is expected that the results will not only remain within the university but will also widely encourage the development of industrial human resources and the revitalization of the industry itself.

After a break, a Q&A session with the floor was held, moderated by Ryotaro Mihara, a faculty member of the Faculty of Economics who lectured in all three courses. Regarding the creation of a new research organization within Keio targeting subculture, Vice-President Yukihiro Ikeda also took the stage. Regarding its feasibility, the challenge of how to overcome the negative effects of faculty silos was pointed out. In addition to students, many industry representatives were present at the venue, and voices were heard expressing expectations for the strengthening of Keio's support system in this field.

The important thing is not to let this symposium be a one-off event, but to begin concrete actions to organize research and educational activities in the entertainment and subculture fields within Keio. We would like to ask for the assistance of motivated faculty and staff.

(This article was prepared by the three symposium speakers.)

*Affiliations and titles are as of the time of publication.