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    Japan
     May 3, 2007
Page 1 of 3
Catching on to 'Japan Cool'

Most people are aware of Japan's formidable business and economic achievements. They are not nearly as cognizant, however, of Japan's important role as a global cultural and trend leader. Its impact has been pervasive and is growing.

The world's second-largest economy manifests its influence in many diverse realms, including, but not limited to, entertainment, food, fashion, animation and video games. Prime Minister Shinzo Abe mentioned this development in his first policy speech to the



Diet (parliament), noting, "We will also formulate 'The Japanese Cultural Industry Strategy', which will enhance the competitiveness of areas that represent the good traits and uniqueness of Japan ... and present them to the world."

These days, Japan's already impressive cultural influence is expanding because of a number of factors. One has been the nation's steady economic recovery.

Another is the efforts by Japanese firms to add value to sustain their competitiveness. Equally important is the evolving desires of an increasingly mature, affluent and sophisticated population. This is coupled with Japan's long and rich cultural tradition of innovation and refinement of cultural inputs from other nations - as well as a wide range of other social trends. The impact of these developments is becoming increasingly important, not only in Japan but throughout markets all over the world.

Impact on the domestic economy
With regard to Japan's macroeconomy, more importance is being given to consumption and the provision of services. With respect to Japanese companies, changes are witnessed in their efforts to shed debt, to obtain cost and operational efficiencies, and to rationalize their workforce.

Japanese society is also aging, lifestyle options are expanding, and employment practices are in transformation. This is causing a transformation in Japanese attitudes and the way in which they live and spend their leisure time. All of these changes are fueling a newfound emphasis on cultural life.

For their part, Japanese firms seek to move up the value-added chain. This is essential to meet challenges from firms in emerging and other foreign economies as well as to meet the evolving needs of the Japanese market.

Japanese youth, workers and retirees seek new services, consumption and entertainment opportunities to satisfy their life goals and personal needs. Young people in Japan are able to focus on the consumption of goods and services because of the considerable disposable income they enjoy. This is a function not only of Japan's wealth, but also the fact Japanese are living at home longer and marrying later.

This demographic has provided an important resource for Japanese firms. They have found it profitable to develop goods for young people as well as to tap into the novel trends that emerge from youth congregating in Tokyo hot spots such as Harajuku and Shibuya.

The emerging focus on consumption by Japanese workers is also a reflection of the growth of part-time work as well as changing attitudes and government and firm encouragement. In various government and private surveys, many part-time workers have noted that they like having more personal time and new opportunities for personal fulfillment. Part-time work is also opening up opportunities for Japanese women to garner income they can use to purchase goods and services.

The developments noted above have led to a number of exciting advances in animation (anime), fashion, film, food and other cultural areas. These advances are proving to be popular not only in Japan, but around the world. This is encouraging a new international appreciation of Japanese culture - not only in a traditional sense, identifying it with its distinctive art, food and long history, but also as a vibrant source of new ideas and change. Key developments include:

Anime/manga: The birth of Japanese anime can be traced to the Toei Animation Co, which in the late 1950s and early 1960s produced Japan's first animated film and television program. In the 1970s, Japan began to export anime products. It was not until 20 years later, however, that the industry - which currently generates more than US$20 billion in revenues through film, games and merchandising agreements - gained a big international following.

Much of this was driven by such characters as Pokemon, Dragon Ball, Yu-Gi-Oh, and Naruto, many of which had their origins in Japan's video-game industry. According to the Japan External Trade Organization (JETRO), the US market alone for anime products is $4.35 billion.

John Lasseter, an executive vice president and creative chief at Pixar Animation Studios, which produced the hit animated movie Cars and numerous other productions, describes Japanese anime as "hugely influential". As a Business Week reporter observed, Japan's influence is all the more extraordinary when you consider that the outside world sees so little of what Japan comes up with.

Lasseter commented, "The Japanese have been the largest animation producers for years, but 99% of the stuff stays in Japan." Japanese anime not only has become immensely popular on foreign television but also has spawned numerous card games, comic books and toys.

In Japan, most anime as well as some television programs or films have their origins in manga. Manga specifically refers to Japanese comic books, which have a nearly 300-year history. Today, the manga industry sustains nearly 4,000 comic artists and 20,000 assistants. A special feature of Japanese manga is its girls' genre, one example being Fruits Basket. These books have achieved great popularity throughout Asia, and are now also seen in North America and Europe.

In recent years, Japanese publishers have also begun to focus more resources on the United States. Some of the more prominent US manga launches are Raijin Comics, Shonen Jump and Style School. Similar publications have proved very successful in Germany, South Korea and Thailand.

JETRO estimates that Japanese sales of manga, both direct and through licensing, in East Asia, generate nearly $33 million annually.

Anime also serve as the basis for several successful Japanese movies. For example, Howl's Movie Castle and Pocket Monsters' Mew and the Wave Guiding Hero, respectively the highest- and seventh-highest-grossing films in Japan in 2005, were based on anime characters. They also have influenced or are influencing such movies as The Matrix, US music videos by groups such as Linkin Park, and television series such as Afro Samurai.

Importantly, anime and manga have become a force for cross-cultural exchange and understanding. This is reflected by the success of the ASEAN Cartoon Exhibition, the Japan-China Anime and Manga Cultural Exchange Conference, and the Asia Manga Summit and other related events in the United States, such as SakuraCon, an annual conference held in Seattle, which defines itself as a Japanese animation (anime) manga (comics), gaming and Asian-culture convention. It has grown from 12

Continued 1 2


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