| With a cultural content industry in which cartoon-based content ranks second, Japan today is a global cartoon superpower. What is the secret of its success? Can we duplicate the key to its success and apply it to the development of the cartoon industry of China? This research attempts to address these questions and come up with answers. For this reason, the author takes the anime industry as the subject of her research, and aims to determine the rules that characterize cultural industry development by analyzing this classical sub-group from multiple perspectives and using a variety of characteristics.The Japanese anime industry has been a topical issue lately and has been the subject of an abundance of research studies. When taken together, regardless of the characteristic or perspective chosen, it is difficult to uncover the whole secret behind the success of Japanese anime industry. In order to overcome this dilemma, for the last ten years the author has been engaged in and has observed both Chinese and Japanese cartoon industries at first hand and has made contact with many masters and experts in the field. Through continuing practice, reflection and comparison, this research attempts to establish the relationship between cartoon and symbol, media, and knowledge. This involves the comprehensive application of the sciences of communication, semiotics and management science to a historical, comparative, interdisciplinary, and experimental empirical research approach. The the research findings indicate that Japanese cartoon industry has succeeded in its cartoon communication and knowledge management. The cartoon is not only synonymous with content, but also with media business. The development of Japanese anime industry benefits from two components:the creation of content symbols and icons as well as the professional development of all the constituent competencies within anime. A successful anime icon cannot exist without knowledge management of the domains of cartoon characters and environments, which is also called’cartoon field’. It is an iterative process requiring continuing creativity and effort.The researcher is of the opinion that the key asset of anime industry is its tacit knowledge. The development of the Japanese anime industry is based on one legendary project building on the success of its predecessors. The cartoon industry cannot develop without profound knowledge of subject of cartoons. This applies not only to the creator and the manager, but also to other related individuals and organizations such as co-producers, producers and consumers. The’environment’, which is termed the knowledge ecosystem, is also key to the development of the industry. The’Cartoon field’comes into being from the interaction between cartoon characters and their environment. The’Cartoon field’is the medium of the creation and the application of cartoon-related knowledge. Successful cartoon knowledge management is the function of all kinds of’cartoon field’, which is simply represented in the equation below:Cartoon knowledge management=f cartoon field’(subjects, environment, knowledge creativity, knowledge application)This dissertation is divided into eight chapters. The first three chapters introduce the research background, research questions, related research studies, and new perspectives of this research; chapter four to six is the core of this dissertation, which discusses the close relation between cartoon and media, the dual legend of Japanese anime industry, and knowledge management of the legend; chapter seven adds additional empirical data by analyzing cases of Sino-Japanese cooperation and communication in cartoon business; the final chapter is the one in which the research results are presented, cartoon subjects, field, and knowledge management are emphasized, and’the riddle of Lee Joseph in the cartoon field’is addressed.The research study first puts forward concepts such as like cartoon subject, cartoon field, media cartoon, and explains the relationship between them. These terms for creative processes give the study of the cartoon industry and other cultural industries new impetus and a novel analytical framework. |