The Relationship between Content Creation and Monetization by Consumers

Author:

ICHIKOHJI Takeyasu1ORCID,KATSUMATA Sotaro2ORCID

Affiliation:

1. Faculty of Business Administration, Toyo University

2. Graduate School of Economics, Osaka University

Publisher

Global Business Research Center

Reference22 articles.

1. Aoyama, Y., & Izushi, H. (2003). Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry. Research Policy, 32(3), 423–444.

2. Bollmann, T. (2010). He-romance for her: Yaoi, BL, and shounen-ai. In E. Niskanen (Ed.), Imaginary Japan: Japanese fantasy in popular culture (pp. 42–46). Turku, Finland: International Institute for Popular Culture.

3. Chen, J. S. (2007). A study of fan culture: Adolescent experiences with animé/manga doujinshi and cosplay in Taiwan. Visual Arts Research, 33(1), 14–24.

4. Chou, D. (2010). Exploring the meaning of Yaoi in Taiwan for female readers: From the perspective of gender. Intercultural Communication Studies, 19, 78–90.

5. Fujita, H., & Ikuine, F. (2013). Free and open source are not necessary conditions of successful development: The case of “Hidemaru Mail.” Annals of Business Administrative Science, 12, 151–166. doi: 10.7880/abas.12.151

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