Acknowledgements 2
Abstract 4
List of figures 5
List of tables 5
Abbreviations 5
Glossary 8
Notes 9
Introduction 10
0.1 Structure of the thesis 17
Chapter 1: Business and politics in Japan 21
1.1 Introduction 21
1.2 The developmental state 23
1.2.1 The concept 23
1.2.2 The varieties of capitalism literature 31
1.3 Japan’s state-business relations 38
1.3.1 The debate on the dominance of the bureaucracy 38
1.3.2 The characteristics of state-business relations in Japan 47
1.3.3 The cultural, content and creative industries 55
1.3.4 State-cultural industries relations in Japan 61
1.4 Conclusion 65
Chapter 2: Theoretical framework and methodology 67
2.1 Introduction 67
2.2 State-business relations theories 69
2.2.1 Corporatism 69
2.2.2 Pluralism 72
2.2.3 Marxism 77
2.2.4 Elitism 81
2.3 The analytical framework of the developmental state 85
2.3.1 The features of the developmental state 85
2.3.2 The evolution of the developmental state 97
2.3.3 The developmental state and the cultural industries 106
2.4 Methodology 108
2.4.1 Quantitative, qualitative and mixed research methods 108
2.4.2 Case studies method 111
2.4.3 Sources used in this research 112
2.4.4 Theoretical and practical limitations to the methodology of this thesis 114
2.5 Conclusion 116
Chapter 3: Cultural industries in Japan 118
3.1 Introduction 118
3.2 The characteristics of the Japanese cultural industries 119
3.3 The structure of the Japanese cultural industries 125
3.3.1 The structure of the anime industry 126
3.3.2 The structure of the video games industry 131
3.3.3 The structure of the manga industry 134
3.4 The Japanese cultural industries and the domestic market 135
3.4.1 The Japanese anime market 136
3.4.2 The Japanese video games market 138
3.4.3 The Japanese manga market 143
3.5 Conclusion 146
Chapter 4: The global growth of Japanese popular culture 149
4.1 Introduction 149
4.2 Japanese popular culture and the foreign markets 150
4.2.1 The exports of anime 152
4.2.2 The exports of manga 155
4.2.3 The exports of video games 157
4.3 The dissemination of Japan’s pop culture by companies 159
4.3.1 East Asia 159
4.3.2 Europe 164
4.3.3 The US 169
4.4 The dissemination of Japan’s pop culture by piracy and fans’ activities 172
4.4.1 Illegal flows in East Asia 172
4.4.2 The role of fans 177
4.5 Conclusion 184
Chapter 5: The Cool Japan policy 186
5.1 Introduction 186
5.2 State actors and the development of the cultural industries overseas 188
5.2.1 The Cabinet Office 188
5.2.2 The Ministry of Economy, Trade and Industry 193
5.2.3 The J-LOP and the J-LOP+ 204
5.2.4 The Cool Japan Fund 209
5.2.5 The Japan External Trade Organization 215
5.2.6 The Ministry of Internal Affairs and Communications 220
5.2.7 The Agency for Cultural Affairs 224
5.2.8 The Japan Tourism Agency 226
5.3 State actors and the improvement of Japan’s soft power 230
5.3.1 The Ministry of Foreign Affairs 231
5.3.2 The Japan Foundation 234
5.4 Conclusion 238
Chapter 6: The Cool Japan policy and the anime, manga and video games sectors 242
6.1 Introduction 242
6.2 The anime industry 244
6.2.1 The reactions to the Cool Japan policy 244
6.2.2 The institutional links between the anime industry and the state 252
6.2.3 The issue of piracy 258
6.2.4 The heterogeneity of the anime industry 260
6.3 The manga industry 261
6.3.1 The reactions to the Cool Japan policy 261
6.3.2 The institutional links between the manga industry and the state 264
6.3.3 The issue of piracy 265
6.3.4 The heterogeneity of the manga industry 268
6.4 The video games industry 269
6.4.1 The reactions to the Cool Japan policy 269
6.4.2 The institutional links between the video games industry and the state 272
6.4.3 The issue of piracy 275
6.4.4 The heterogeneity of the video games industry 278
6.5 Conclusion 279
Chapter 7: Conclusion 281
7.1 Theoretical contributions 281
7.2 Empirical findings 285
7.3 Suggestions for future research 290
Bibliography 294
Appendices 339
Appendix A: List of the interviewees 339
Appendix B: Euro/¥ Yearly Average Exchange Rates 341
Appendix C: $US/¥ Yearly Average Exchange Rates 342
1990 342
144.998685 342
1991 342
134.590917 342
1992 342
126.780118 342
1993 342
111.075476 342
1994 342
102.178964 342
1995 342
93.964940 342
1996 342
108.780000 342
1997 342
121.058127 342
1998 342
130.989167 342
1999 342
113.761921 342
2000 342
107.797888 342
2001 342
121.449114 342
2002 342
125.471332 342
2003 342
115.813429 342
2004 342
108.110713 342
2005 342
110.018656 342
2006 342
116.321732 342
2007 342
117.788794 342
2008 342
103.495694 342
2009 342
93.588693 342
2010 342
87.806972 342
2011 342
79.829741 342
2012 342
79.843166 342
2013 342
97.589811 342
2014 342
105.858149 342
2015 342
121.055814 342
Appendix D: Yuan/¥ Yearly Average Exchange Rates 343
1990 343
30.331951 343
1991 343
25.253585 343
1992 343
23.010732 343
1993 343
19.169456 343
1994 343
11.823342 343
1995 343
11.227046 343
1996 343
13.045161 343
1997 343
14.551590 343
1998 343
15.779136 343
1999 343
13.742789 343
2000 343
13.021145 343
2001 343
14.668888 343
2002 343
15.159258 343
2003 343
14.002744 343
2004 343
13.067352 343
2005 343
13.439892 343
2006 343
14.594641 343
2007 343
15.459842 343
2008 343
14.888195 343
2009 343
13.639809 343
2010 343
12.966023 343
2011 343
12.353752 343
2012 343
12.656439 343
2013 343
15.867126 343
2014 343
17.198795 343
2015 343
19.268729 343
Appendix E: Anime market in the US 343
Appendix F: Entertainment and media market by country in 2011 344