抄録
Abstract: The popularity of Japanese gaming software and animation is supported by enthusiastic fans. They create derivative works (secondary creations) centered on illustrations with their favorite characters and stories as motifs through social media, fellow enthusiast magazines, and other media. They do not wish to threaten the author’s copyright or livelihood nor do they want any third party threats. Evidently, an external rule called law exists; however, they also have their own internal rules based on “love and respect” for the original creators. This study aimed to promote the sustainable development of Japanese animation culture by examining the rules related to intellectual property rights that can help maintain a balance among various fan groups, creators, and productions in Japan. It explores the internal rules in each of the following areas: (A) Neta-bare (revealing the content to many unspecified people), (B) parodies or the creation of derivative works, and (C) utilization of the original images, which becomes the source material in Japanese drawing artificial intelligence. Findings revealed that a law will be required for the appropriate utilization of original images in the future and that it is necessary to introduce the idea of fandom to the general public. Furthermore, a balance among the interests of creators, businesses, publishers, and other stakeholders must be ensured to develop and maintain animation culture without solely relying on Gachi-zei (enthusiastic fans and supporters) culture. Continuing to implement or revise (legal and moral) actions is essential.
Keywords: animation; Gachi-zei; derivative works; unique culture; drawing artificial intelligence
Keywords: animation; Gachi-zei; derivative works; unique culture; drawing artificial intelligence
本文言語 | 英語 |
---|---|
ページ(範囲) | 1 |
ページ数 | 34 |
ジャーナル | 富山大学紀要.富大経済論集 |
巻 | 70 |
号 | 2・3 |
出版ステータス | 出版済み - 2025/02/28 |
キーワード
- animation
- Gachi-zei
- derivative works
- drawing artificial intelligence
- intellectual property rights