Entertainment Business Management

This course will only be offered in Japanese.

This interdisciplinary course on the entertainment industry uses examples from animation, gaming, and other media to delve into academic topics in law, economics, literature, science, and technology.
The course not only features lectures given by leading researchers in fields related to the industry, but also guest lectures by several prominent experts with practical experience in entertainment. Students will be able to systematically study how intellectual properties—especially those related to animation, gaming, and sports—are developed and distributed. The courses balance theory and practice so that students acquire both a theoretical understanding of the subjects and the ability to think critically about the entertainment industry. Students will also learn how business is conducted through case studies with information grounded in real-world scenarios.


The course takes an interdisciplinary approach that incorporates both theoretical and practical elements to understanding the entertainment industry.
The lecturers and guests are from various parts of Japan and the world. During sessions, the lecturers, who are researchers at the forefront of various fields, also invite a number of prominent figures from within the entertainment industry to share their insights. The course will focus primarily on how animation, games and sports IPs are created, but also cover the breadth and potential of the entertainment industry, through perspectives based in law, economics, commerce, the humanities, science, and technology. This course is a must for anyone who loves animation and gaming, is interested in the ins and outs of the industry or wants to work in entertainment after graduation.

Features of the class

The course covers multiple disciplines, industries, and international viewpoints on the entertainment industry.
Using IP development in the entertainment industry (animation, gaming, and sports) as the common denominator, this course goes beyond specific academic or industrial fields, to offer a cross-disciplinary (business administration, sociology, cultural anthropology, literature, film studies, etc.), cross-industry (gaming, animation, manga, merchandising, etc.), and international (Japan, U.S., Europe, China, etc.) perspectives.