{"created":"2023-07-06T02:10:46.214835+00:00","id":2000017,"links":{},"metadata":{"_buckets":{"deposit":"21729fa5-5336-4943-91ef-0b33fef41efc"},"_deposit":{"created_by":13,"id":"2000017","owners":[13],"pid":{"revision_id":0,"type":"depid","value":"2000017"},"status":"published"},"_oai":{"id":"oai:lib.cku.repo.nii.ac.jp:02000017","sets":["1:177:1688460435314"]},"author_link":[],"item_10002_biblio_info_7":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicIssueDates":{"bibliographicIssueDate":"2023-06-30","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"68","bibliographicPageEnd":"300","bibliographicPageStart":"281","bibliographic_titles":[{"bibliographic_title":"千葉経済論叢","bibliographic_titleLang":"ja"},{"bibliographic_title":"CHIBA KEIZAI RONSO","bibliographic_titleLang":"en"}]}]},"item_10002_description_5":{"attribute_name":"抄録","attribute_value_mlt":[{"subitem_description":" 本稿の目的は,日本のクリエイティブ産業における重要企業のひとつであるセガが,パチンコ・パチスロなど遊技機の製造・販売大手のサミーによって経営統合されるまでのプロセスを整理することである。2004年のセガサミーホールディングスの設立後,クリエイティブ産業においてはバンダイとナムコの合併によるバンダイナムコが誕生した。この合併はそれぞれの事業分野を活かした相互補完的なものであったが,それと比較してセガがサミーの経営統合はどのような意味を持つだろうか。かつて任天堂やソニーと家庭用ゲーム機市場で争い,家庭用・業務用を問わず優れたゲームを世に出し続けてきたセガがなぜ経営統合されるに至ったのか。本稿では,セガとサミーの発展プロセスと経営統合に至る要因を整理したうえで,経営統合後のセガサミーの戦略について考察を行う。","subitem_description_language":"ja","subitem_description_type":"Abstract"}]},"item_10002_publisher_8":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"千葉経済大学"}]},"item_10002_source_id_11":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA12625180","subitem_source_identifier_type":"NCID"}]},"item_10002_source_id_9":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"21876320","subitem_source_identifier_type":"EISSN"}]},"item_creator":{"attribute_name":"著者","attribute_type":"creator","attribute_value_mlt":[{"creatorAffiliations":[{"affiliationNames":[{}]}],"creatorNames":[{"creatorName":"近藤, 光","creatorNameLang":"ja"},{"creatorName":"コンドウ, ヒカル","creatorNameLang":"ja-Kana"},{"creatorName":"Kondo, Hikaru","creatorNameLang":"en"}]}]},"item_files":{"attribute_name":"ファイル情報","attribute_type":"file","attribute_value_mlt":[{"accessrole":"open_date","date":[{"dateType":"Available","dateValue":"2023-07-06"}],"displaytype":"detail","filename":"chibakeizaironso68_15.pdf","mimetype":"application/pdf","url":{"label":"chibakeizaironso68_15.pdf","url":"https://lib.cku.repo.nii.ac.jp/record/2000017/files/chibakeizaironso68_15.pdf"},"version_id":"0523b63e-8f73-4626-9fcf-6ea9fa97a7c1"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"クリエイティブ産業","subitem_subject_scheme":"Other"},{"subitem_subject":"ゲーム産業","subitem_subject_scheme":"Other"},{"subitem_subject":"成長戦略","subitem_subject_scheme":"Other"},{"subitem_subject":"遊技機","subitem_subject_scheme":"Other"},{"subitem_subject":"セガサミー","subitem_subject_scheme":"Other"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourcetype":"departmental bulletin paper"}]},"item_title":"日本のクリエイティブ産業企業の成長戦略 ― セガサミーのケース ―","item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"日本のクリエイティブ産業企業の成長戦略 ― セガサミーのケース ―","subitem_title_language":"ja"},{"subitem_title":"Growth strategy in Japanese creative industries:A case of Sega Sammy Holdings","subitem_title_language":"en"}]},"item_type_id":"10002","owner":"13","path":["1688460435314"],"pubdate":{"attribute_name":"PubDate","attribute_value":"2023-07-06"},"publish_date":"2023-07-06","publish_status":"0","recid":"2000017","relation_version_is_last":true,"title":["日本のクリエイティブ産業企業の成長戦略 ― セガサミーのケース ―"],"weko_creator_id":"13","weko_shared_id":-1},"updated":"2023-12-01T08:58:27.455839+00:00"}