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Mizuho India Japan Study Centre at IIMB hosts panel presentation series ‘Meijin-Samvad’ a.k.a ‘Expert-Conversation’ on 23 August 2024

This year’s panel presentation is titled, ‘Impact & Synergy of Manga, Anime, and Video Games: Japanese Soft Power’s Impact on Global Markets - Positive? Negative? Balanced?’ 

1 August, 2024, Bengaluru:  The Mizuho India Japan Study Centre (MIJSC), a Centre of Excellence at IIM Bangalore, will host a panel as part of the panel presentation series Meijin-Samvad’ also known as, ‘Expert-Conversation’, on 23 August 2024, from 5:30 pm IST/9:00 pm JST /8:00 am EDT.    

Click here to register: https://iim-b.zoom.us/webinar/register/WN_F6vZ0CH5T1-WbzyGYMpchQ#/registration 

This year’s presentation, titled, ‘Impact & Synergy of Manga, Anime, and Video Games: Japanese Soft Power’s Impact on Global Markets - Positive? Negative? Balanced?’, will feature esteemed panellists—Mr. Nao Hirasawa, Founder & CEO of ARCH, Inc., CEO of Graphinica, Inc., Director of YAMATOWORKS, Inc; Ms. Miki Sakuma - Ph.D. Student at University of Côte d’Azur, Japanese Instructor at University of Aix-Marseille and University of Paris Cité; and Dr. Jun Kato, Senior Researcher at AIST, Technical Advisor (PI) at Arch Research, Visiting Scientist at Ex-Situ Group, LISN, Université Paris-Saclay.  

Catch the live stream on IIMB’s YouTube channel: https://www.youtube.com/watch?v=xKDia05R2uc

Abstract 

The cultural phenomena of Japanese manga, anime, and video games have transcended national boundaries, becoming a significant force in global entertainment. "The Japanese model offers the West a dynamic example of how to combine commerce and creativity." (Roland Kelts, Japanamerica: How Japanese Pop Culture Has Invaded the U.S.). This synergy of commerce and creativity exemplifies Japanese soft power, which refers to the ability of a country to influence others through cultural appeal rather than through coercion. However, some scholars have commented about the negative influences on business and society (addiction, social isolation, decreased productivity, increased absenteeism etc.).   

The 2020 report by the Association of Japanese Animations noted that the global anime market was valued at over $24 billion, underscoring the substantial economic footprint of Japanese pop culture. Previous works have often focused on individual aspects of this cultural wave, such as the narrative structure of manga or the artistic innovation in anime, but a holistic discussion encompassing manga, anime, and video games together is less common.  

This webinar aims to explore the profound impact of these cultural exports, both positive and negative, drawing on the work of scholars and industry experts who have analysed their influence on global markets and cultural landscapes. Delving into the multifaceted impact of manga, anime, and video games as agents of Japanese soft power, we will explore questions such as: How do these media forms shape perceptions of Japan globally? What are the economic benefits and cultural implications of their widespread popularity? Are there any negative repercussions both on business and society?  

By bringing together experts from diverse fields, including cultural studies, economics, and media studies, this webinar aims to provide a balanced view of the positive, negative, and nuanced impacts of Japanese pop culture on global markets. Join us as we dissect these dynamic cultural exports and their profound influence on the world stage. 

Panel Details 

Mr. Nao Hirasawa founded Arch Inc., following extensive experience at Bandai Visual (now known as Bandai Namco Filmworks), Production I.G., and Ultra Super Pictures. His roles included head of legal affairs and producer, equipping him with expertise in managing domestic intellectual property rights and handling contracts related to international property development.   

Hirasawa has produced notable works such as The Journey, Promare, Neko ga Kureta Marui Shiawase, ID-0, BBK/BRNK, the Monster Strike anime, She and Her Cat -Everything Flows-, Ultra Super Anime Time, Gargantia on the Verdurous Planet, and Lagrange: The Flower of Rin-ne. He has also served as Managing Director at Graphinica, Inc., Yamatoworks, Inc., and YUMETA Co., Ltd.  

Dr. Jun Kato is a senior researcher at the National Institute of Advanced Industrial Science and Technology (AIST) and the technical advisor at Arch, Inc. He worked as a research intern for Microsoft and Adobe Research, received his Ph.D. degree from The University of Tokyo in 2014, and has regularly received academic recognition such as Honorable Mentions at ACM CHI (2013, 2015, 2023) and IPSJ/ACM Award (2021).  

He is interested in the broad area of Human-Computer Interaction (HCI) and is particularly passionate about how computing can contribute to the diversity of creative cultures. As such, he has focused on the design of user interfaces and integrated environments for creativity support, aimed at programmers, music video creators, anime directors, DIYers in the maker culture. His work has often gone beyond research papers and been released for public use.  

Ms. Miki Sakuma is a Ph.D. student at the University of Côte d’Azur, France. After her B.A. in English Studies in Japan, she obtained her Master's degree in TESOL in the USA (2002) and her second Master's degree in English Studies in France (2017). She currently teaches Japanese in the University of Aix-Marseille and the University of Paric Cité in France.    

Mizuho India Japan Study Centre at IIMB hosts panel presentation series ‘Meijin-Samvad’ a.k.a ‘Expert-Conversation’ on 23 August 2024

This year’s panel presentation is titled, ‘Impact & Synergy of Manga, Anime, and Video Games: Japanese Soft Power’s Impact on Global Markets - Positive? Negative? Balanced?’ 

1 August, 2024, Bengaluru:  The Mizuho India Japan Study Centre (MIJSC), a Centre of Excellence at IIM Bangalore, will host a panel as part of the panel presentation series Meijin-Samvad’ also known as, ‘Expert-Conversation’, on 23 August 2024, from 5:30 pm IST/9:00 pm JST /8:00 am EDT.    

Click here to register: https://iim-b.zoom.us/webinar/register/WN_F6vZ0CH5T1-WbzyGYMpchQ#/registration 

This year’s presentation, titled, ‘Impact & Synergy of Manga, Anime, and Video Games: Japanese Soft Power’s Impact on Global Markets - Positive? Negative? Balanced?’, will feature esteemed panellists—Mr. Nao Hirasawa, Founder & CEO of ARCH, Inc., CEO of Graphinica, Inc., Director of YAMATOWORKS, Inc; Ms. Miki Sakuma - Ph.D. Student at University of Côte d’Azur, Japanese Instructor at University of Aix-Marseille and University of Paris Cité; and Dr. Jun Kato, Senior Researcher at AIST, Technical Advisor (PI) at Arch Research, Visiting Scientist at Ex-Situ Group, LISN, Université Paris-Saclay.  

Catch the live stream on IIMB’s YouTube channel: https://www.youtube.com/watch?v=xKDia05R2uc

Abstract 

The cultural phenomena of Japanese manga, anime, and video games have transcended national boundaries, becoming a significant force in global entertainment. "The Japanese model offers the West a dynamic example of how to combine commerce and creativity." (Roland Kelts, Japanamerica: How Japanese Pop Culture Has Invaded the U.S.). This synergy of commerce and creativity exemplifies Japanese soft power, which refers to the ability of a country to influence others through cultural appeal rather than through coercion. However, some scholars have commented about the negative influences on business and society (addiction, social isolation, decreased productivity, increased absenteeism etc.).   

The 2020 report by the Association of Japanese Animations noted that the global anime market was valued at over $24 billion, underscoring the substantial economic footprint of Japanese pop culture. Previous works have often focused on individual aspects of this cultural wave, such as the narrative structure of manga or the artistic innovation in anime, but a holistic discussion encompassing manga, anime, and video games together is less common.  

This webinar aims to explore the profound impact of these cultural exports, both positive and negative, drawing on the work of scholars and industry experts who have analysed their influence on global markets and cultural landscapes. Delving into the multifaceted impact of manga, anime, and video games as agents of Japanese soft power, we will explore questions such as: How do these media forms shape perceptions of Japan globally? What are the economic benefits and cultural implications of their widespread popularity? Are there any negative repercussions both on business and society?  

By bringing together experts from diverse fields, including cultural studies, economics, and media studies, this webinar aims to provide a balanced view of the positive, negative, and nuanced impacts of Japanese pop culture on global markets. Join us as we dissect these dynamic cultural exports and their profound influence on the world stage. 

Panel Details 

Mr. Nao Hirasawa founded Arch Inc., following extensive experience at Bandai Visual (now known as Bandai Namco Filmworks), Production I.G., and Ultra Super Pictures. His roles included head of legal affairs and producer, equipping him with expertise in managing domestic intellectual property rights and handling contracts related to international property development.   

Hirasawa has produced notable works such as The Journey, Promare, Neko ga Kureta Marui Shiawase, ID-0, BBK/BRNK, the Monster Strike anime, She and Her Cat -Everything Flows-, Ultra Super Anime Time, Gargantia on the Verdurous Planet, and Lagrange: The Flower of Rin-ne. He has also served as Managing Director at Graphinica, Inc., Yamatoworks, Inc., and YUMETA Co., Ltd.  

Dr. Jun Kato is a senior researcher at the National Institute of Advanced Industrial Science and Technology (AIST) and the technical advisor at Arch, Inc. He worked as a research intern for Microsoft and Adobe Research, received his Ph.D. degree from The University of Tokyo in 2014, and has regularly received academic recognition such as Honorable Mentions at ACM CHI (2013, 2015, 2023) and IPSJ/ACM Award (2021).  

He is interested in the broad area of Human-Computer Interaction (HCI) and is particularly passionate about how computing can contribute to the diversity of creative cultures. As such, he has focused on the design of user interfaces and integrated environments for creativity support, aimed at programmers, music video creators, anime directors, DIYers in the maker culture. His work has often gone beyond research papers and been released for public use.  

Ms. Miki Sakuma is a Ph.D. student at the University of Côte d’Azur, France. After her B.A. in English Studies in Japan, she obtained her Master's degree in TESOL in the USA (2002) and her second Master's degree in English Studies in France (2017). She currently teaches Japanese in the University of Aix-Marseille and the University of Paric Cité in France.