Athletics in Japan
Track, field and road events connect international competition with schools, universities, company teams and Japan’s distinctive ekiden relay culture.
Track, field and road events connect international competition with schools, universities, company teams and Japan’s distinctive ekiden relay culture.
Tōyō no Majō links the Nichibō Kaizuka women’s volleyball team with Japan’s 1964 Olympic champions and their later cultural memory.
Character collaborations bring fictional identities into products, services and events through partnerships whose scope and duration vary.
Sanrio is a Japanese company whose character brands connect small gifts, retail, licensing and entertainment, including Hello Kitty and a wider cast of identities.

Character culture in Japan connects fictional figures, product design, local mascots and media franchises through recognisable identities that travel across settings.

A guide to anison: songs connected to anime, their screen roles, changing audiences, production relationships, performers, live culture and circulation beyond the programme.

An overview of Japanese television drama, from post-war broadcasting and serial formats to network scheduling, media crossings, and international circulation.

A history of LUNA SEA’s five-member rock language, from the Kanagawa live-house circuit and visual kei to reunion, self-reinterpretation and its 2026 transition.

A history of X Japan, the rock band whose speed, ballads, theatrical image and independent strategy helped shape visual kei and Japanese arena rock.

An overview of &TEAM, the nine-member Japan-based global group formed through &AUDITION and developed through transnational idol production, choreography and multilingual media.