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Bibliography: " Taiga dramas and tourism: historical contents as sustainable tourist resources" (2015) by Philip Seaton


Philip Seaton (2015) Taiga dramas and tourism: historical contents as sustainable tourist resources, Japan Forum, 27:1, 82-103, DOI: 10.1080/09555803.2014.962568 

In this study, Taiga drama becomes the mediated form wherein historical and cultural heritage and signification is transferred to real world locations, boosting regional tourism and a deepening of interest in the subject matter. Through this study, there is a concept of heroes/heroines accumulating effect over a period of many years as they appear in more than just one drama, thus becoming a point for localities to build up a set of heritage/cultural tourist assets relating to local heroes/stories that are (re)visited when the Taiga drama features those contents. This allows Taiga drama to fit into a broader context of multi-use: the historical contents feature in many media forms and are promoted by local tourism authorities/sectors in the form of museums, monuments and merchandise.

This study greatly helps my research in defining historical contents as being recognized and treated as invaluable, sustainable tourist resources by localities, thus ideal for multi-use (e.g., the same contents in various formats: fiction/non-fiction, anime/live action, manga/printed word, computer games, museums and so on). In addition, the nature of historical narratives is that they may be constantly updated to resonate with the needs and priorities of the times, thus a re-narration and recycling over time, such as the case of Shinsengumi! (2004) and Gō: himetachi no sengoku (2011) that addressed the social needs or popularity of the topic. In connection with my research, I can use this study as an example on how to analyze the relationship of the videogame and the Taiga drama who were released within a year’s span, in terms of marketing, virtual/digital tourism, narrative expansion, merchandise offerings, and more.

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