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> KAWAMATA Keiko
(Last updated : 2025-04-30 17:18:56)
KAWAMATA Keiko
Department / Course
Aoyama Gakuin University School of Cultural and Creative Studies Department of Cultural and Creative Studies
Job
Professor
Achievement
Specialization and related fields
Business career
Belonging society
Research topic, funded research, and department laboratory expense
Book and thesis
Academic conference presentation
Specialization and related fields
marketing, consumer behavior, tourism, event marketing, esports, Stigma product marketing, video game keyword(Marketing,Consumer Behavior, Anime, Manga, Content, Tourism, event marketing)
Business career
1.
2017/04/01 ~
Professor Aoyama Gakuin University School of Cultural and Creative Studies Department of Cultural and Creative Studies
Belonging society
1.
2020/09 ~
Japan Institute of Tourism Research
2.
1999/09 ~
The Japan Society of Marketing and Distribution
3.
1996/09 ~
Japan Academy of Advertising
4.
1995/05 ~
Japan Association for Consumer Studies
Research topic, funded research, and department laboratory expense
1.
2021/04 ~
2025/03
Research on promoting social acceptance of games/e-sports through Megamarketing Grant-in-Aid for Scientific Research (C)
2.
2021/01 ~
2023/03
Research on the possibility of using video gaming to solve social issues Domestic Joint Research Research on the possibility of using video gaming to solve social problems keyword(video gaming, gamification, intellectual properties)
3.
2018/07 ~
2020/03
Exploratory study on sportification of eSports Joint Research inside the organization
4.
2017/04 ~
2020/03
Research on Information searching behavior of British, French and German tourists to Japan in case of Contents Tourism Grant-in-Aid for Scientific Research (C)
5.
2015/04 ~
2018/03
Research on Process of Development and Evolution of Content (Cultural Resource) Event Grant-in-Aid for Scientific Research (C)
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Book and thesis
1.
Papers
The Role of games and university education in the post-COVID-19 Era Aoyama Journal of Cultural and Creative Studies,pp.43-67 (Co-authored) 2025/03
2.
Papers
New Developments in the Games Industry : A Report from Three International Games Events,pp.73-104 (Sole-authored) 2024/03
3.
Papers
Symposium, The Realities of High School Esports Clubs": Exploring the Forefront of Esports in Education Aoyama Journal of Cultural and Creative Studies 14 (1),pp.99-135 (Co-authored) 2023/03
4.
Papers
Practical Report and Interview : Lecturing in English at the School of Cultural and Creative Studies and Using the Academic Writing Center of Aoyama Gakuin University,pp.17-37 (Co-authored) 2023/03
5.
Papers
Where Esports Meets Education : Considering the Social Value of Esports with Puyo Puyo High School Athletics (Lecture Event, December 18, 2021) Aoyama journal of cultural and creative studies,pp.63-94 (Co-authored) 2022/03
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Academic conference presentation
1.
2020/12/05
The Process of Development and the Evolution of Japanese Pop Culture Event: Case of World Cosplay Summit (Nagoya, Japan) (the EURAM 2020 Conference)
2.
2019/11/26
The Process of Development and the Evolution of Japanese Pop Culture Events: Case of the Japan Expo (Paris, France) and World Cosplay Summit (Nagoya, Japan) (Cfest: International Workshop on Cultural Festivals Organization and Management)
3.
2019/11/22
The Process of Development and the Evolution of Japanese Pop Culture Events
4.
2018/09/07
The Process of Development and the Evolution of Japanese Pop Culture Events: Case of the World Cosplay Summit (10th Midterm Conference of the European Sociological Association Research Networks Sociology of the Arts (RN2) & Sociology of Culture (RN7))
5.
2017/08/31
A Comparative Study on the Development Process and Evolution of Japanese Pop Culture Events (13th Conference of the European Sociological Association)
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