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Anime's media mix: franchising toys and characters in Japan
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  • 2014The Soul of Anime: Collaborative Creativity and Japan's Media Success Story70 cited
  • 2017World Building. Transmedia, Fans, Industries41 cited
  • 2014Cool, Creepy, Moé: Otaku Fictions, Discourses, and Policies26 cited
  • 2021The Mobile Suit Gundam Franchise: A Case Study of Transmedia Storytelling Practices and Ludo Mix in Japan17 cited
  • 2021The Musical Ludo Mix of Taiko no Tatsujin17 cited
  • 2015The Reception of Japanese Animation and its Determinants in Taiwan, South Korea and China14 cited
  • 2017World Building. Transmedia, Fans, Industries12 cited
  • 2016From “Game-like Realism” to the “Imagination-oriented Aesthetic”: Reconsidering Bourdieu’s Contribution to Fan Studies in the Light of Japanese Manga and Otaku Theory12 cited
  • 2014Animating Film Theory10 cited
  • 2013Reframing and reconsidering the cultural innovations of the anime boom on US television10 cited
  • 2016The Relationship between Content Creation and Monetization by Consumers8 cited
  • 2022Unboxing the Chinese Blind Boxes among China’s grown-up missing children: Probabilistic and elastic prosumption through mediated collection, exchange and resale of figurines8 cited
  • 2019Japanese Media Cultures in Japan and Abroad: Transnational Consumption of Manga, Anime, and Media-Mixes7 cited

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  • 2018Japan’s Soft Power and “Grand Fictions” in Global Venues: Japanese Pop Culture Franchises and Fictionality-based Tactics7 cited
  • 2020Popular Culture and the Transformation of Japan–Korea Relations6 cited
  • 2024VTubers' transmedia capacity: narrative and content production expansion based on the intersection with fan-culture by the Hololive agency2 cited