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In Japanese culture and entertainment, media mix (wasei-eigo: メディアミックス, ''mediamikkusu'') is a strategy to disperse content across multiple representation: different broadcast media, gaming technologies, cell phones, toys, amusement parks, etc.〔Henry Jenkins, Convergence Culture: Where Old and New Media Collide'', (p. 110 )〕 The term gained its circulation in late 1980s, however the origins of the strategy can be traced back to 1960s with the proliferation of anime with its interconnection of media and commodity goods.〔,Steinberg, (p. vi )〕 It is the Japanese equivalent of a media franchise.〔Steinberg〕 The penetration into the American market of the series such as ''Pokemon'' and ''Yu-Gi-Oh!''〔 gave rise to the recognition of what is variously called transmedia storytelling, crossmedia, transmediation, media synergy, etc.〔 Researchers argue that the 1963 ''Tetsuwan Atomu'' marked a shift in Japanese marketing: from the focus on the content of the commodity to "overlapping the commodity image with the character image".〔 The book ''Anime’s Media Mix: Franchising Toys and Characters in Japan'' by Marc Steinberg details the evolution of the media mix in Japan. == Terminology == * (), recast as anime * (), recast as drama * (), recast as computer game * () ("novelize") recast as novel * () or (), recast as manga * () recast as movie 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「media mix」の詳細全文を読む スポンサード リンク
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