Course Name Year Term Period Faculty / Graduate School All Instructors Credits
50270:[2025 Spring]Lectures(AdvancedⅠ) (WI) 2025 Spring Mon4 College of Image Arts and Sciences NAKAMURA AKINORI 2

Campus

Shochiku

Class Venue

RITSUMEIKAN SHOCHIKU STUDIO RS201

Language

English

Course Outline and Method


 【Teaching Method】Face-to-Face at Ritsumeika Shochiku Studio 2F Lecture Room
【Class Theme】Introduction to Japanese Pop Culture Studies
【Keywords】Japanese Pop Culture, Japanese Samurai Films, Japanese Anime, Japanese Videogames
【CAMPUS】This course will be taught at Ritsumeikan Shochiku Studio
     (Inside ofShochiku Kyoto Studio) https://cutt.ly/FlyR61H
  
This course aims to gain an understanding of the origin, recent trends, and future perspectives of Japanese pop culture. There will be a series of lectures, discussions,,s and a group project.



Keywords: Japanese Pop culture, Japanese animation, Japanese video games, Japanese comics, idols

Student Attainment Objectives

1)クリエイティブ産業関連企業を客観的に評価できる
 Students will be able to assess companies within the creative industries objectively.
Understanding and discussing management concepts in English)
2)マネジメントという概念を英語で理解、議論することができる
Students will be able to provide an overview of Japanese pop culture in English.
3)英語で行われるディスカッションやグループプロジェクトにおいて、成果物を出せる
Students will be able to contribute effectively to discussions and group projects in English)
4)英語でジャパニーズ・ポップカルチャーの概要を伝えることができる
Students will be able to give an overview of Japanese pop culture in English.

Recommended Preparatory Course

Course Schedule

Lecture/Instructor(When there are multiple instructors) Theme
Keyword, References and Supplementary Information
1 

Globalization of Japanese Pop-cutlure

Anime, Japan Expo Cosplay Convergence Culture
【+R Lecture 】For the detail, please refer to manaba+R

2

The Origin of Japanese Comic Industry

Ukiyoe Japan Punch Foreign Influence Westernization

3

Development of the Japanese Comic Industry

Weekly Japanese Comic Magazines, Rating System

4.

Development of Anime Industry

 After Show Period Limited Animation, Anime Toei Animation Cross-Media Business Model, Hayao Miyazaki,

5

Transmedia Kyoto and Media Mix

Media Mix, Transmedia Local Tourism, Transmedia Blanding,and its relationship with manga and anime

6

The emergence of Kawaii and Kabuki and Local Characters Character

Hello Kitty, Sunrio Co., Ltd, Mascot Characters, Globalization

7.

Development of Japanese Tokusatsu

The Japanese film industry, Godzilla, Kurosawa, Giant Heroes, Teamwork, Collective mind, Unity, Toy Industry, business ecosystem,

8

The Development of the Video Game Industry

Platform Development and Copy Imitation and Innovation Media Mix Case Studies Nintendo, Platform Leadership,

9

Video Games and Their Influence and Preservation

Traits of Video Games, Game Culture, Influence Oversea

10

Uzumasa Branding Project Initiative

Shochiku Studio Tour, Samurai Film, Kyoto Branding Presentation

11

Creation of Regional Film Producing

Works at Shochiku Film Studio Tradition, Jidaigeki Studio Management

12

Geino-Industry and Its-History 

Takarazuka Yoshimoto Hori-Pro Jhonny's AKB, Uuum

13

The Japanese IPs and Mukokuseki

The Overall picture on Japanese media mix and transmedia.

14

 Kyoto Branding Project Presentation

TOEI STUDIO PARK

Class Format

Face-to-Face at Ritsumeika Shochiku Studio 2F Lecture Room

Recommendations for Private Study


      Students are expected to
  1. Preview and review before and after the lecture

       2. Complete various assignments given during the lecture

       3. Prepare for the final group presentation
     
       4.Prepare for the final paper

Grade Evaluation Method

Kind Percentage Grading Criteria etc.
Final Examination (Written)

Report Examination
(A report to be submitted by the unified deadline)

Exams and/or Reports other than those stated above, and Continuous Assessment 
(Evaluation of Everyday Performance in Class)
100

Class Participation (30%) – Corresponds to Student Learning Goal 1

Has the student accurately understood the sections assigned for translation?
Does the translation reflect the content learned in class?
Reading Assignment (30%) – Corresponds to Student Learning Goal 2

Has the student correctly translated the indicated sections?
Is the translation consistent with the context?
Theme Presentation (40%) – Corresponds to Student Learning Goals 3 and 4

Does the student clearly convey the research findings?
Is the role of each group member clearly outlined?
Is the presentation clear and engaging, capturing the audience's interest?
Is the presentation completed within 15 minutes (excessive overrun will result in a penalty)?
Does the presentation include visual aids?
Are the references properly cited?

Grade Evaluation Method (Note)

Advice to Students on Study and Research Methods

Textbooks

Textbooks (Frequency of Use, Note)

Reference Books

Reference Books (Frequency of Use, Note)

Web Pages for Reference

How to Communicate with the Instructor In and Out of Class(Including Instructor Contact Information)

Learning Management System (manaba+R),Talk with Students

Other Comments

【科目ナンバリング・カリキュラムマップはこちらから/Click here to see the Curriculum-Map and Course-Numbering】
URL:https://secure.ritsumei.ac.jp/students/pathways-future/course/curriculum.html/