The producer knocked and walked in, holding a thick proposal.
"Station chief, the first draft is out for next week's World Business Satellite feature." The producer handed over the document.
Nakagawa Jun took the file and flipped through it.
The title read, "From Toys to Cultural Pillar: The Second Transformation of Japan's Game Industry."
"The angle is right on target," Nakagawa Jun commented.
Last year's keynote had been "sunrise industry," with an emphasis on economic benefits and job absorption.
This year, things had changed. On the streets were not only young people holding controllers, but also middle-aged adults taking their children to buy Toy Story. They had to let the audience see that this thing had already blended into everyday life.
The producer pulled out a chair, sat down, and reported, "We pulled data from the Ministry of International Trade and Industry and several major think tanks.
"In 1995, the estimated total output value of Japan's video game industry is already approaching the combined total of the traditional anime and manga industries. In the program, we'll make an intuitive data comparison model."
Nakagawa Jun circled a line in the proposal with a red pen. "Just talking about money isn't enough. We need to elevate its technological nature. The full-computer CG rendering in Toy Story, and the 32-bit RISC processor used in Sega's Jupiter console—these are genuine high technologies. We need to make those old-school politicians and entrepreneurs understand that the technological spillover from the game industry is feeding back into the entire IT and semiconductor sectors."
"Understood. We'll invite an economics professor from Waseda University and a computer science expert from Tokyo Institute of Technology for live interviews." The producer wrote down the key points.
A few days later, on Thursday evening, TV Tokyo's World Business Satellite went on air