History of the Japanese video game industry:
This book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets -- for PCs, home consoles, arcades, cellular phones and smart phones -- and it is very difficult to see the complete picture. The book deals comprehensively with t...
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Singapore
Springer
[2023]
|
Schriftenreihe: | Translational systems sciences
Volume 35 |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Zusammenfassung: | This book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets -- for PCs, home consoles, arcades, cellular phones and smart phones -- and it is very difficult to see the complete picture. The book deals comprehensively with the history of the Japanese game industry from the beginning of the non-computer age to the present. The video game industry in Japan was established in the arcade game market when Space Invaders was released by Taito in 1978. Game markets for both PCs and home consoles followed in the early 1980s. The platform that occupies a central market position started with the arcade and shifted, in order, to the home console, handheld consoles, and smart phones. In the video game industry in the twentieth century each platform had a clear identity, and the relationships among platforms were "interactions". In the twenty-first century, with the improvement of computer performance, the platform identity has disappeared, thus the relationship among platforms is highly competitive. Since the "crash of 1983" in the United States, the Japanese game industry has one of the largest market shares in the world and has developed without being influenced by other countries. It reached its peak in the late 1990s, and then its relative position declined due to the growth of foreign markets and the failure of emerging markets such as online PC games. Even today, Japan's gaming industry holds a dominant position in the world, but it is not the superpower it once was. Since the beginning of the twenty-first century, game research has become active worldwide. Among game researchers, there is a large demand for research on games in Japan, but there is still little dissemination of research in English. The original version of this book published in Japan is highly regarded and received an award for excellence from the Society of Socio-Informatics in 2017 |
Beschreibung: | xii, 281 Seiten Illustrationen, Diagramme 24 cm |
ISBN: | 9789819913411 |
Internformat
MARC
LEADER | 00000nam a2200000 cb4500 | ||
---|---|---|---|
001 | BV049384794 | ||
003 | DE-604 | ||
005 | 20231220 | ||
007 | t | ||
008 | 231026s2023 a||| b||| 00||| eng d | ||
020 | |a 9789819913411 |c hbk |9 978-981-99-1341-1 | ||
035 | |a (OCoLC)1416408093 | ||
035 | |a (DE-599)BVBBV049384794 | ||
040 | |a DE-604 |b ger |e rda | ||
041 | 0 | |a eng | |
049 | |a DE-210 | ||
084 | |a HIST |q DE-210 |2 fid | ||
100 | 1 | |a Koyama, Yusuke |e Verfasser |0 (DE-588)1292820012 |4 aut | |
245 | 1 | 0 | |a History of the Japanese video game industry |c Yusuke Koyama |
264 | 1 | |a Singapore |b Springer |c [2023] | |
264 | 4 | |c ©2023 | |
300 | |a xii, 281 Seiten |b Illustrationen, Diagramme |c 24 cm | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
490 | 1 | |a Translational systems sciences |v Volume 35 | |
505 | 8 | |a Chapter 1 Outline of the book: A perspective on the history of the game industry -- Chapter 2 The Birth of Computer Games:Prehistory of Japanese video game industry -- Chapter 3 Arcade Games (1) From Ele-mecha to Video Games: Birth of Space Invaders and Establishment of the Arcade Game Industry. Chapter 4 PC game (1) Establishment of 8-bit trinity -- Chapter 5 Home Games (1-1) Beyond Atari Shock: Birth of Family Computer -- Chapter 6 arcade game (2) revival from the shock of Businesses Affecting Public Morals Regulation Act -- Chapter 7 PC game (2) long-term administration of PC9801 and long stagnation -- Chapter 8. Home consoles (1-2) Family Computer and its successors -- Chapter 9 Drastic Change of Environment: Technological Revolution and Business Revolution -- Chapter 10 Arcade Games (3) The Impact of Virtua Fighters and Ridge Racer: Arcade Games Last Shine -- Chapter 11 PC Games (3) Birth of Windows 95, Recession of Domestic PC Game Makers, Birth of Online Games -- Chapter 12 home game (2) 3 big hard era -- Chapter 13 Home Game (3) Decline of Japan in game industry -- Chapter 14 PC games (4) Portable game consoles -- Chapter 15 Mobile Phone Games: The Growth of Social Games and Rapid Market Maturity -- Chapter 16 Now | |
520 | 3 | |a This book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets -- for PCs, home consoles, arcades, cellular phones and smart phones -- and it is very difficult to see the complete picture. The book deals comprehensively with the history of the Japanese game industry from the beginning of the non-computer age to the present. The video game industry in Japan was established in the arcade game market when Space Invaders was released by Taito in 1978. Game markets for both PCs and home consoles followed in the early 1980s. The platform that occupies a central market position started with the arcade and shifted, in order, to the home console, handheld consoles, and smart phones. In the video game industry in the twentieth century each platform had a clear identity, and the relationships among platforms were "interactions". In the twenty-first century, with the improvement of computer performance, the platform identity has disappeared, thus the relationship among platforms is highly competitive. Since the "crash of 1983" in the United States, the Japanese game industry has one of the largest market shares in the world and has developed without being influenced by other countries. It reached its peak in the late 1990s, and then its relative position declined due to the growth of foreign markets and the failure of emerging markets such as online PC games. Even today, Japan's gaming industry holds a dominant position in the world, but it is not the superpower it once was. Since the beginning of the twenty-first century, game research has become active worldwide. Among game researchers, there is a large demand for research on games in Japan, but there is still little dissemination of research in English. The original version of this book published in Japan is highly regarded and received an award for excellence from the Society of Socio-Informatics in 2017 | |
648 | 7 | |a Geschichte 1978-2023 |2 gnd |9 rswk-swf | |
650 | 0 | 7 | |a Computerspielindustrie |0 (DE-588)7564534-8 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Videospiel |0 (DE-588)4063465-6 |2 gnd |9 rswk-swf |
651 | 7 | |a Japan |0 (DE-588)4028495-5 |2 gnd |9 rswk-swf | |
653 | 0 | |a Video games industry / Japan / History | |
653 | 0 | |a Video games industry | |
653 | 2 | |a Japan | |
653 | 6 | |a History | |
689 | 0 | 0 | |a Japan |0 (DE-588)4028495-5 |D g |
689 | 0 | 1 | |a Computerspielindustrie |0 (DE-588)7564534-8 |D s |
689 | 0 | 2 | |a Videospiel |0 (DE-588)4063465-6 |D s |
689 | 0 | 3 | |a Geschichte 1978-2023 |A z |
689 | 0 | |5 DE-604 | |
776 | 0 | 8 | |i Erscheint auch als |n Online-Ausgabe |z 978-981-99-1342-8 |
830 | 0 | |a Translational systems sciences |v Volume 35 |w (DE-604)BV041806829 |9 35 | |
856 | 4 | 2 | |m Digitalisierung Deutsches Museum |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034712343&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
999 | |a oai:aleph.bib-bvb.de:BVB01-034712343 |
Datensatz im Suchindex
_version_ | 1804186089437528064 |
---|---|
adam_text | CONTENTS
HISTORY
OF
THE
GAME
INDUSTRY
.............................
1
1.1
WHAT
IS
THE
HISTORY
OF
THE
GAME INDUSTRY?
................
1
1.2
HISTORICAL
CLASSIFICATION
OF
THE
GAME INDUSTRY:
OVERVIEW
OF
INDUSTRY HISTORY
.................................
3
1.3
MARKETS
IN
THE
2D ERA
...............................
7
1.3.1
CHARACTERISTICS
OF
THE
THREE
MARKETS
..............
7
1.3.2
CHARACTERISTICS
OF
EACH
MARKET BY PLATFORM
PERFORMANCE
................................
9
1.4
BEHAVIORAL
PRINCIPLES
OF
MARKET
PARTICIPANTS
...............
11
1.5
SUMMARY
........................................
14
2
ARCADE
GAMES
(1): FROM ELEMECHA TO
VIDEO
GAMES
............
15
2.1
THE
DAWN
OF
JAPAN S ENTERTAINMENT
MACHINE
INDUSTRY: THE
PREHISTORY
OF
ARCADE
GAME
COMPANIES
..................
15
2.2
THE
IMPORTATION
OF
PONG
AND
THE
EMERGENCE
OF
COMPUTER
GAMES
..........................................
17
2.3
FIRST
INTELLECTUAL
PROPERTY
INFRINGEMENT
ISSUE:
NAMCO
F1
......
19
2.4
SPACE
INVADERS
AND
ITS SOCIAL
IMPACT
....................
20
2.5
ESTABLISHMENT
OF
INTELLECTUAL
PROPERTY RIGHTS
..............
22
2.6
POST-SPACE
INVADERS:
GALAXIAN
AND
BEYOND
................
23
2.7
SUMMARY:
TWO
TECHNOLOGICAL
SHIFTS
....................
24
3
PC GAME
(1):
ESTABLISHING
THE
8-BIT
TRINITIES
.................
27
3.1
BIRTH
OF
THE
PERSONAL
COMPUTER
........................
27
3.2
THE
EARLY DAYS
OF
THE
PC GAME
INDUSTRY
.................
28
3.2.1 SHOPS
AND
MAGAZINES
.........................
28
3.2.2
THE BIRTH
OF
SOFTWARE
COMPANIES
................
30
3.3
CONVERGENCE
OF
THE
PC
MARKET
........................
32
3.3.1 MARKET
CONVERGENCE
THROUGH
COMPETITION
AND
SELECTION
...............................
34
VII
BIBLIOTHEK
DEUTSCHES
MUSEUM
HLUENCHE A
VIII
CONTENTS
3.4 CONCLUSION:
EARLY INDEPENDENCE
OF
JAPAN S
PC
GAME
INDUSTRY
.........................................
38
4 CONSOLE GAMES
(1-1):
BEYOND
THE
CRASH-THE BIRTH
OF
THE
FAMILY
COMPUTER
............................................
41
4.1 EARLY
DAYS
OF
HOME GAME CONSOLES IN
JAPAN
..............
41
4.1.1
THE ERA
OF
HARDWARE-BASED HOME GAME CONSOLES
...
41
4.1.2
SUCCESS
OF
ELECTRONIC GAMES
AND
GAME
& WATCH
.....
43
4.1.3 EARLY DAYS
OF
CARTRIDGE-TYPE GAME CONSOLES
IN
JAPAN
...................................
44
4.1.4 PERSONAL COMPUTERS FOR GAMING
.................
46
4.2
RISE
OF
THE
FAMILY COMPUTER (FAMICON)
..................
47
4.2.1 DEVELOPMENT
OF
FAMILY COMPUTER
................
47
4.2.2 SALES
OF
FAMILY
COMPUTER
......................
49
4.2.3 FAILURE
OF
THE
DISK SYSTEM
.....................
51
4.3
MASSIVE PARTICIPATIONS
OF
THIRD-PARTY
VENDORS INTO FAMICOM
...
53
4.3.1 THIRD-PARTY PARTICIPATION
AND
ITS
IMPACT
............
56
4.4
SUMMARY:
EXPANDING
THE
DIVERSITY
OF
GAMES
AND
THE
INDEPENDENCE
OF
HOME
GAMING
CONSOLES
.................
57
5 ARCADE GAMES (2): SHOCK
OF
ACT
ON
CONTROL
AND
IMPROVEMENT
OF
AMUSEMENT
BUSINESS,
ETC.
AND
RECOVERY
FROM IT
.............
61
5.1
SHAKEOUT
OF
STORES
.................................
61
5.2
PROBLEM
OF
GAMBLING
MACHINES
AND
JUVENILE DELINQUENCY
....
62
5.3
DECLINE
IN
SALES
DUE
TO
APPLICATION
OF
FUUZOKU EIGYOU
HOU
AND
THE
INTRODUCTION
OF
FAMILY
COMPUTER
.................
63
5.4
RECOVERING
FROM
A
BAD
IMAGE
AND
TURNING
IT
AROUND WITH
A
NEW
APPROACH
...................................
65
5.4.1 MAKING GAME
CENTERS
SAFE
.....................
66
5.4.2 DIFFERENTIATION
FROM HOME
VIDEO
GAMES
...........
67
5.4.3 TURNING
GAME
CENTERS
INTO
LEISURE
LANDS
..........
67
5.5
THE
ADVENT
OF
THE
FIGHTING GAME
BOOM
.................
69
5.6
SUMMARY: OUT
OF
THE
CRISIS
AND
FURTHER
DEVELOPMENT
........
71
6
PC GAMES
(2)
ESTABLISHMENT
AND
STAGNATION
OF
THE
PC-9801
LONG-TERM
REGIME
.....................................
73
6.1
REPLACEMENT
OF
THE
8-BIT TRINITY
.......................
73
6.2
THE
SPREAD
OF
THE
MSX2
AND
THE
DEMISE
OF
THE
MSX
........
74
6.3
THE
APPEARANCE
OF
THE
PC-9801VM
AND
ITS DE FACTO
STANDARDIZATION
....................................
76
6.4
AV-ENHANCED
HOBBY
PCS
............................
76
6.5
CONVERGENCE
TO
THE
PC-9801
..........................
77
6.6
SELF-PRODUCTION
OF
PC
GAMES
.........................
78
6.7
SOFTWARE PIRACY
PROBLEM
.............................
80
6.8
ADULT GAMES
AND
REGULATIONS
.........................
81
6.9
MATURITY
AND
STAGNATION
OF
THE
PC GAME MARKET
...........
83
CONTENTS
IX
7
CONSOLE
GAMES
(1-2)
FAMICOM
AND
ITS
SUCCESSORS
..............
87
7.1
DISK
SYSTEM
AS A
NEW MEDIA TERMINAL
..................
87
7.2
SOCIAL
REPERCUSSIONS
OF
THE
FAMICOM
....................
88
7.2.1
ESTABLISHMENT
OF
THE
GAME MAGAZINE
AND
STRATEGY
BOOK
BUSINESS
..............................
88
7.2.2 THE
FAMICOM BOOM
AND
ITS
IMPACT
ON
ELEMENTARY
SCHOOL
STUDENTS
.............................
90
7.2.3 COPYING PROBLEM
OF
FAMICOM
SOFTWARE
...........
93
7.2.4
PROBLEMS FACED
BY GAME DISTRIBUTION
AND
THE
HOME
VIDEO
GAME
BUSINESS
.........................
94
7.3
ON
THE
POST-FAMICOM ERA
............................
96
7.3.1
PC ENGINE: LOST
OF
THE
CORE
CONCEPT
STRATEGY
.....
97
7.3.2 MEGA
DRIVE:
BRIGHT
AND
DARK IN
OVERSEAS
AND
JAPAN.
.
101
7.3.3
NEO
GEO: HIGH-END
AND
UNIQUE STRATEGY
OF
ARCADE
GAME COMPATIBILITY
..........................
103
7.3.4 SUPER
FAMICOM:
A
NEW
MODEL
THAT
CREATED
NEW
FUN
..................................
104
7.3.5
GAME PRICE HIKE
AND
CANCELLATION
OF
CD-ROM
ANNOUNCEMENT:
A
MILESTONE
FOR
NEXT-GENERATION
CONSOLES
..................................
107
8
DRASTIC
CHANGES IN
1994: TECHNOLOGICAL
AND
BUSINESS
REVOLUTIONS
...........................................
109
8.1
CHANGES
IN TECHNOLOGY
..............................
109
8.1.1
HARDWARE
ABSTRACTION
AND
DEVELOPMENT
ADVANCEMENT
...............................
109
8.1.2
CONTINUOUS
IMPROVEMENT
AND
PRICE
REDUCTION
OF
GAME CONSOLES
...........................
112
8.1.3
GRAPHICS SHIFT
TO
3D
..........................
113
8.1.4
DIFFUSION
OF
DISK
MEDIA
.......................
116
8.2
CHANGES
IN
THE
ECONOMIC
ENVIRONMENT
..................
118
8.2.1 THE
ADVENT
OF
THE
MULTIMEDIA
BOOM
AND
THE
FOCUS
ON
GAMES
.............................
118
8.2.2 PIONEERING
THE
VIDEO
STANDARDS
RACE
..............
119
8.2.3 STOCK MARKET LISTING
BOOM
....................
120
8.2.4 CHANGES IN
THE
DISTRIBUTION
STRUCTURE
OF
GAMES
......
121
8.2.5
THE
EMERGENCE
AND
INTENSIFICATION
OF
PRICE
DISCRIMINATION
STRATEGIES
......................
123
8.3
SUMMARY:
THE
GOLDEN AGE
OF
JAPANESE
VIDEO
GAMES
........
127
9
ARCADE
GAMES
(3) THE
IMPACT
OF
VIRTUA
FIGHTER
AND
RIDGE
RACER:
THE
LAST SPLENDOR
OF
ARCADE
GAMES
..................
129
9.1
BIRTH
OF
THE
PRINT
STICKER
MACHINE
......................
129
9.2
POPULARITY
OF
3D GAMES
AND
MUSIC GAMES
................
130
X
CONTENTS
9.3 THE
SPREAD
OF
COMPATIBLE
BOARDS
AND
THE
DECLINE
IN
THE
STATUS
OF
VIDEO
GAMES
..............................
132
9.4
DECLINE
IN
THE
STATUS
OF
VIDEO
GAMES
AND
THE
INCREASE
IN
THE
SIZE
OF
GAME
CENTERS
............................
134
9.5
SUMMARY:
STALLING
OF
ARCADES
AND A
MILESTONE
FOR ONLINE
GAMES
..........................................
135
9.6
APPENDIX:
EVOLUTION
OF
ARCADE
GAME
SYSTEMS
.............
136
9.6.1
CLASSIC
ARCADE
GAME (TWENTIETH
CENTURY)
..........
136
9.6.2
MODERN
ARCADE
GAMES (TWENTY-FIRST
CENTURY)
......
138
10
PC
GAMES (3)
RETREAT
OF
DOMESTIC
PC GAME
MANUFACTURERS
AND
EMERGENCE
OF
ONLINE
GAMES
...........................
139
10.1
THE ADVENT
OF
WINDOWS
95
AND
THE
DEMISE
OF
PC-9801
......
139
10.2
FAILURE
OF
PLATFORM
MIGRATION
AND
DECLINE
OF
PC GAMES
......
141
10.3
ADULTIZATION
OF
THE
PACKAGED
GAME
MARKET
FOR
PCS
.........
142
10.4
EXPANSION
OF
THE
NOVEL
GAME MARKET
...................
144
10.4.1
CHARACTERISTICS
OF
NOVEL
GAMES
..................
144
10.4.2
ESTABLISHMENT
OF
THE
NOVEL
GAME MARKET
..........
146
10.5
THE EMERGENCE
AND
STAGNATION
OF
PC
ONLINE GAMES
.........
147
10.5.1
ONLINE
GAMES
IN
THEIR
INFANCY
...................
148
10.5.2
STARTING
WITH
PC
GAMES:
DIABLO
AND
ULTIMA
ONLINE
...
148
10.5.3
JAPANESE
ONLINE
GAMES
.......................
149
10.5.4
DIFFERENCES
IN
BUSINESS
MODELS BETWEEN
PACKAGED
GAMES
AND
ONLINE
GAMES
......................
150
10.5.5
THE RISE
OF
BROWSER
GAMES
AND
THEIR
TRANSFORMATION
INTO
CHARGING
PLATFORMS
.......................
152
10.5.6
BUSINESS
MODEL
CHANGES
......................
153
10.5.7
SEVERE
COMPETITION
AND
SLUGGISH MARKET
GROWTH
.....
154
10.6
PC
GAME
SUMMARY:
FALLING
OUT
OF
THREE MAJOR
MARKETS
......
155
11
CONSOLE
GAMES (2) THE
AGE
OF
THE
THREE
MAJOR HARDWARE
PLATFORMS
............................................
157
11.1 HARDWARE
THAT
DISAPPEARED
WITH
THE
TIMES
................
157
11.1.1
PITFALL
OF
PC
COMPATIBILITY:
TOWNS MARTY
AND
PIPPIN
@
...............................
157
11.1.2
HARDWARE
THAT
MADE
MISTAKES
IN PREDICTING
MARKET
TRENDS:
PC-FX
AND
3DO
......................
160
11.1.3 LACK
OF
PERFORMANCE
AND
THE
FALSE
MARKET
IMAGES
....
163
11.1.4
FAILED
HARDWARE
FROM
GAMING
GIANTS
.............
165
11.2 THREE
GREAT HARDWARE
AGE
...........................
168
11.2.1
HARDWARE
DEVELOPMENT
.......................
168
11.2.2
COMPETITION
AMONG
THREE
MAJOR HARDWARE
........
172
11.3
SUMMARY:
THE
HEYDAY
OF
HOME
VIDEO
GAMES
.............
177
12
CONSOLE
GAMES
(3) JAPAN S
DECLINING
POSITION
................
181
12.1
ABOUT
POST-PLAYSTATION
..............................
182
CONTENTS
R1
12.1.1
DREAMCAST
AND
SEGA S EXIT
FROM
THE
HARDWARE
BUSINESS
..................................
182
12.1.2
STRUGGLING HARDWARE:
GAMECUBE
................
184
12.1.3
XBOX
A
COMPLETE FAILURE IN
JAPAN
................
184
12.1.4
SUCCESSOR
WITH
RENEWED ARCHITECTURE: PLAYSTATION
2.
.
185
12.2
PLAYSTATION
3,
XBOX 360,
AND
WII
...
THE
BEGINNING
OF
THE
END
OF
THE
ERA
OF
HOME
VIDEO GAME CONSOLES
.............
187
12.2.1
FAILURE
OF
PLAYSTATION
3
.......................
188
12.2.2
XBOX360 FAILED
TO
CONSOLIDATE
ITS POSITION IN
JAPAN
...
190
12.2.3
INNOVATION
AND
STAGNATION:
WII
..................
191
12.2.4
HARDWARE SUMMARY
..........................
192
12.3 GROWING
MARKET SIZE IN
THE
WORLD
AND
STAGNATION
IN
JAPAN
....
193
12.3.1
RELATIVE DECLINE
OF
THE
JAPANESE
MARKET.
. .........
193
12.3.2
THE
INCREASING
SCALE
OF
GAME DEVELOPMENT
AND
ISOLATION
FROM GLOBAL
MARKETS
...................
196
12.3.3
RESPONDING
TO
RISKS
ASSOCIATED
WITH
LARGE-SCALE
GAME
DEVELOPMENT
..........................
198
12.4
SUMMARY:
END
OF
THE
ERA
OF
GAME
CONSOLES
AS
A
TECHNOLOGY
DRIVER
..........................................
201
13
CONSOLE
GAMES
(4)
MARKET
REVERSAL
BY
HANDHELD GAME
CONSOLES
.............................................
205
13.1 PREHISTORY
OF
HANDHELD
GAME
CONSOLES:
GAME
POCKET
COMPUTER
........................................
205
13.2
THE
FIRST GENERATION
OF
HANDHELD
VIDEO
GAME
CONSOLES:
GAME
BOY
AND
GAME GEAR
...........................
206
13.3
SECOND
GENERATION
OF
HANDHELD
VIDEO
GAME
CONSOLES:
WONDER
SWAN, NEO GEO POCKET,
GAME BOY
ADVANCE
........
209
13.4 PORTABLE
DIGITAL PET HITS
AND
MEMORY
CARDS
...............
212
13.5 HANDHELD
VIDEO
GAME CONSOLES
THIRD GENERATION:
PSP
AND
DS
......................................
212
13.6 SUMMARY:
SHIFT
IN
THE
LEADING
ROLE...
FROM
A
COMPLEMENTARY
ROLE
TO
THE
CENTER
OF
THE
MARKET
.......................
217
14
MOBILE
PHONE GAMES:
PROSPERITY
OF
SOCIAL
GAMES
AND
RAPID
MARKET
MATURATION
.....................................
223
14.1 MOBILE
PHONE
GAMES BEFORE
SOCIAL
GAMES
...............
223
14.2
MARKET
EXPANSION
THROUGH
SOCIAL
GAMES
.................
224
14.3 SOCIAL
GAME
SYSTEM
CHARACTERISTICS
AND
BUSINESS
MODELS
.....
226
14.4 MARKET
STRUCTURE
OF
SOCIAL
GAMES
AND
THE
PROBLEM
OF
HIGH
CHARGES
.........................................
228
14.5 DRASTIC
CHANGES IN
THE
MARKET
ENVIRONMENT
DUE
TO THE
SPREAD
OF
SMARTPHONES
..............................
232
14.6
CHANGE IN GAME DESIGN
AND
BUSINESS
MODEL:
FROM
PAY
TO
WIN
TO
FREE
TO
PLAY
.........................
238
XII
CONTENTS
14.6.1 IMPACT
OF
PUZZLE & DRAGONS
....................
238
14.6.2 GENERALIZATION
OF
FREE
TO
PLAY BY
KANCOLLE
.........
240
14.7 CHANGING TRENDS
IN
GAME DESIGN
......................
241
14.8 SUMMARY
OF
MOBILE
PHONE GAMES:
FROM
AN
AUXILIARY
TO
A
LEADING ROLE
.....................................
243
15
PRESENT
..............................................
245
15.1 INTER-MARKET
COMPETITION (1): HANDHELD
GAME CONSOLE VS.
SMARTPHONE
......................................
246
15.1.1
STRUGGLES
OF
HANDHELD
GAME CONSOLES
............
246
15.1.2 SMARTPHONE
BREAKTHROUGH
......................
248
15.2 MARKET
COMPETITION (2): HOME CONSOLES VERSUS PCS
........
254
15.2.1 HOME CONSOLES
ARE
BECOMING
INEXPENSIVE HIGH-END
PCS
......................................
254
15.2.2
NINTENDO
SWITCH
............................
259
15.2.3 EXPANSION
OF
INTERNET
SERVICES
AND
WIDESPREAD
DOWNLOAD SALES
.............................
261
15.2.4
STEAM
AND
THE
EXPANSION
OF
INDIE
GAMES
.........
264
15.2.5 RESURGENCE
AND
EXPANSION
OF
SUBSCRIPTION SERVICES
...
267
15.3 SUMMARY
OF
THE
CURRENT SITUATION:
DRASTIC
CHANGES
IN
THE
ENVIRONMENT, FIERCE
INTER-MARKET
COMPETITION, SHIFT
FROM
PACKAGES
TO
SERVICES
................................
268
15.4 LOOKING
BACK
ON
THE
HISTORY
OF
THE
JAPANESE GAME
INDUSTRY
...
272
BIBLIOGRAPHY
..............................................
275
|
adam_txt |
CONTENTS
HISTORY
OF
THE
GAME
INDUSTRY
.
1
1.1
WHAT
IS
THE
HISTORY
OF
THE
GAME INDUSTRY?
.
1
1.2
HISTORICAL
CLASSIFICATION
OF
THE
GAME INDUSTRY:
OVERVIEW
OF
INDUSTRY HISTORY
.
3
1.3
MARKETS
IN
THE
2D ERA
.
7
1.3.1
CHARACTERISTICS
OF
THE
THREE
MARKETS
.
7
1.3.2
CHARACTERISTICS
OF
EACH
MARKET BY PLATFORM
PERFORMANCE
.
9
1.4
BEHAVIORAL
PRINCIPLES
OF
MARKET
PARTICIPANTS
.
11
1.5
SUMMARY
.
14
2
ARCADE
GAMES
(1): FROM ELEMECHA TO
VIDEO
GAMES
.
15
2.1
THE
DAWN
OF
JAPAN'S ENTERTAINMENT
MACHINE
INDUSTRY: THE
PREHISTORY
OF
ARCADE
GAME
COMPANIES
.
15
2.2
THE
IMPORTATION
OF
PONG
AND
THE
EMERGENCE
OF
COMPUTER
GAMES
.
17
2.3
FIRST
INTELLECTUAL
PROPERTY
INFRINGEMENT
ISSUE:
NAMCO
F1
.
19
2.4
SPACE
INVADERS
AND
ITS SOCIAL
IMPACT
.
20
2.5
ESTABLISHMENT
OF
INTELLECTUAL
PROPERTY RIGHTS
.
22
2.6
POST-SPACE
INVADERS:
GALAXIAN
AND
BEYOND
.
23
2.7
SUMMARY:
TWO
TECHNOLOGICAL
SHIFTS
.
24
3
PC GAME
(1):
ESTABLISHING
THE
8-BIT
TRINITIES
.
27
3.1
BIRTH
OF
THE
PERSONAL
COMPUTER
.
27
3.2
THE
EARLY DAYS
OF
THE
PC GAME
INDUSTRY
.
28
3.2.1 SHOPS
AND
MAGAZINES
.
28
3.2.2
THE BIRTH
OF
SOFTWARE
COMPANIES
.
30
3.3
CONVERGENCE
OF
THE
PC
MARKET
.
32
3.3.1 MARKET
CONVERGENCE
THROUGH
COMPETITION
AND
SELECTION
.
34
VII
BIBLIOTHEK
DEUTSCHES
MUSEUM
HLUENCHE'A
VIII
CONTENTS
3.4 CONCLUSION:
EARLY INDEPENDENCE
OF
JAPAN'S
PC
GAME
INDUSTRY
.
38
4 CONSOLE GAMES
(1-1):
BEYOND
THE
CRASH-THE BIRTH
OF
THE
FAMILY
COMPUTER
.
41
4.1 EARLY
DAYS
OF
HOME GAME CONSOLES IN
JAPAN
.
41
4.1.1
THE ERA
OF
HARDWARE-BASED HOME GAME CONSOLES
.
41
4.1.2
SUCCESS
OF
ELECTRONIC GAMES
AND
GAME
& WATCH
.
43
4.1.3 EARLY DAYS
OF
CARTRIDGE-TYPE GAME CONSOLES
IN
JAPAN
.
44
4.1.4 PERSONAL COMPUTERS FOR GAMING
.
46
4.2
RISE
OF
THE
FAMILY COMPUTER (FAMICON)
.
47
4.2.1 DEVELOPMENT
OF
FAMILY COMPUTER
.
47
4.2.2 SALES
OF
FAMILY
COMPUTER
.
49
4.2.3 FAILURE
OF
THE
DISK SYSTEM
.
51
4.3
MASSIVE PARTICIPATIONS
OF
THIRD-PARTY
VENDORS INTO FAMICOM
.
53
4.3.1 THIRD-PARTY PARTICIPATION
AND
ITS
IMPACT
.
56
4.4
SUMMARY:
EXPANDING
THE
DIVERSITY
OF
GAMES
AND
THE
INDEPENDENCE
OF
HOME
GAMING
CONSOLES
.
57
5 ARCADE GAMES (2): SHOCK
OF
ACT
ON
CONTROL
AND
IMPROVEMENT
OF
AMUSEMENT
BUSINESS,
ETC.
AND
RECOVERY
FROM IT
.
61
5.1
SHAKEOUT
OF
STORES
.
61
5.2
PROBLEM
OF
GAMBLING
MACHINES
AND
JUVENILE DELINQUENCY
.
62
5.3
DECLINE
IN
SALES
DUE
TO
APPLICATION
OF
FUUZOKU EIGYOU
HOU
AND
THE
INTRODUCTION
OF
FAMILY
COMPUTER
.
63
5.4
RECOVERING
FROM
A
BAD
IMAGE
AND
TURNING
IT
AROUND WITH
A
NEW
APPROACH
.
65
5.4.1 MAKING GAME
CENTERS
SAFE
.
66
5.4.2 DIFFERENTIATION
FROM HOME
VIDEO
GAMES
.
67
5.4.3 TURNING
GAME
CENTERS
INTO
LEISURE
LANDS
.
67
5.5
THE
ADVENT
OF
THE
FIGHTING GAME
BOOM
.
69
5.6
SUMMARY: OUT
OF
THE
CRISIS
AND
FURTHER
DEVELOPMENT
.
71
6
PC GAMES
(2)
ESTABLISHMENT
AND
STAGNATION
OF
THE
PC-9801
LONG-TERM
REGIME
.
73
6.1
REPLACEMENT
OF
THE
8-BIT TRINITY
.
73
6.2
THE
SPREAD
OF
THE
MSX2
AND
THE
DEMISE
OF
THE
MSX
.
74
6.3
THE
APPEARANCE
OF
THE
PC-9801VM
AND
ITS DE FACTO
STANDARDIZATION
.
76
6.4
AV-ENHANCED
HOBBY
PCS
.
76
6.5
CONVERGENCE
TO
THE
PC-9801
.
77
6.6
SELF-PRODUCTION
OF
PC
GAMES
.
78
6.7
SOFTWARE PIRACY
PROBLEM
.
80
6.8
ADULT GAMES
AND
REGULATIONS
.
81
6.9
MATURITY
AND
STAGNATION
OF
THE
PC GAME MARKET
.
83
CONTENTS
IX
7
CONSOLE
GAMES
(1-2)
FAMICOM
AND
ITS
SUCCESSORS
.
87
7.1
DISK
SYSTEM
AS A
NEW MEDIA TERMINAL
.
87
7.2
SOCIAL
REPERCUSSIONS
OF
THE
FAMICOM
.
88
7.2.1
ESTABLISHMENT
OF
THE
GAME MAGAZINE
AND
STRATEGY
BOOK
BUSINESS
.
88
7.2.2 THE
FAMICOM BOOM
AND
ITS
IMPACT
ON
ELEMENTARY
SCHOOL
STUDENTS
.
90
7.2.3 COPYING PROBLEM
OF
FAMICOM
SOFTWARE
.
93
7.2.4
PROBLEMS FACED
BY GAME DISTRIBUTION
AND
THE
HOME
VIDEO
GAME
BUSINESS
.
94
7.3
ON
THE
POST-FAMICOM ERA
.
96
7.3.1
PC ENGINE: LOST
OF
THE
"CORE
CONCEPT"
STRATEGY
.
97
7.3.2 MEGA
DRIVE:
BRIGHT
AND
DARK IN
OVERSEAS
AND
JAPAN.
.
101
7.3.3
NEO
GEO: HIGH-END
AND
UNIQUE STRATEGY
OF
ARCADE
GAME COMPATIBILITY
.
103
7.3.4 SUPER
FAMICOM:
A
NEW
MODEL
THAT
CREATED
NEW
FUN
.
104
7.3.5
GAME PRICE HIKE
AND
CANCELLATION
OF
CD-ROM
ANNOUNCEMENT:
A
MILESTONE
FOR
NEXT-GENERATION
CONSOLES
.
107
8
DRASTIC
CHANGES IN
1994: TECHNOLOGICAL
AND
BUSINESS
REVOLUTIONS
.
109
8.1
CHANGES
IN TECHNOLOGY
.
109
8.1.1
HARDWARE
ABSTRACTION
AND
DEVELOPMENT
ADVANCEMENT
.
109
8.1.2
CONTINUOUS
IMPROVEMENT
AND
PRICE
REDUCTION
OF
GAME CONSOLES
.
112
8.1.3
GRAPHICS SHIFT
TO
3D
.
113
8.1.4
DIFFUSION
OF
DISK
MEDIA
.
116
8.2
CHANGES
IN
THE
ECONOMIC
ENVIRONMENT
.
118
8.2.1 THE
ADVENT
OF
THE
MULTIMEDIA
BOOM
AND
THE
FOCUS
ON
GAMES
.
118
8.2.2 PIONEERING
THE
VIDEO
STANDARDS
RACE
.
119
8.2.3 STOCK MARKET LISTING
BOOM
.
120
8.2.4 CHANGES IN
THE
DISTRIBUTION
STRUCTURE
OF
GAMES
.
121
8.2.5
THE
EMERGENCE
AND
INTENSIFICATION
OF
PRICE
DISCRIMINATION
STRATEGIES
.
123
8.3
SUMMARY:
THE
GOLDEN AGE
OF
JAPANESE
VIDEO
GAMES
.
127
9
ARCADE
GAMES
(3) THE
IMPACT
OF
VIRTUA
FIGHTER
AND
RIDGE
RACER:
THE
LAST SPLENDOR
OF
ARCADE
GAMES
.
129
9.1
BIRTH
OF
THE
PRINT
STICKER
MACHINE
.
129
9.2
POPULARITY
OF
3D GAMES
AND
MUSIC GAMES
.
130
X
CONTENTS
9.3 THE
SPREAD
OF
COMPATIBLE
BOARDS
AND
THE
DECLINE
IN
THE
STATUS
OF
VIDEO
GAMES
.
132
9.4
DECLINE
IN
THE
STATUS
OF
VIDEO
GAMES
AND
THE
INCREASE
IN
THE
SIZE
OF
GAME
CENTERS
.
134
9.5
SUMMARY:
STALLING
OF
ARCADES
AND A
MILESTONE
FOR ONLINE
GAMES
.
135
9.6
APPENDIX:
EVOLUTION
OF
ARCADE
GAME
SYSTEMS
.
136
9.6.1
CLASSIC
ARCADE
GAME (TWENTIETH
CENTURY)
.
136
9.6.2
MODERN
ARCADE
GAMES (TWENTY-FIRST
CENTURY)
.
138
10
PC
GAMES (3)
RETREAT
OF
DOMESTIC
PC GAME
MANUFACTURERS
AND
EMERGENCE
OF
ONLINE
GAMES
.
139
10.1
THE ADVENT
OF
WINDOWS
95
AND
THE
DEMISE
OF
PC-9801
.
139
10.2
FAILURE
OF
PLATFORM
MIGRATION
AND
DECLINE
OF
PC GAMES
.
141
10.3
ADULTIZATION
OF
THE
PACKAGED
GAME
MARKET
FOR
PCS
.
142
10.4
EXPANSION
OF
THE
NOVEL
GAME MARKET
.
144
10.4.1
CHARACTERISTICS
OF
NOVEL
GAMES
.
144
10.4.2
ESTABLISHMENT
OF
THE
NOVEL
GAME MARKET
.
146
10.5
THE EMERGENCE
AND
STAGNATION
OF
PC
ONLINE GAMES
.
147
10.5.1
ONLINE
GAMES
IN
THEIR
INFANCY
.
148
10.5.2
STARTING
WITH
PC
GAMES:
DIABLO
AND
ULTIMA
ONLINE
.
148
10.5.3
JAPANESE
ONLINE
GAMES
.
149
10.5.4
DIFFERENCES
IN
BUSINESS
MODELS BETWEEN
PACKAGED
GAMES
AND
ONLINE
GAMES
.
150
10.5.5
THE RISE
OF
BROWSER
GAMES
AND
THEIR
TRANSFORMATION
INTO
CHARGING
PLATFORMS
.
152
10.5.6
BUSINESS
MODEL
CHANGES
.
153
10.5.7
SEVERE
COMPETITION
AND
SLUGGISH MARKET
GROWTH
.
154
10.6
PC
GAME
SUMMARY:
FALLING
OUT
OF
THREE MAJOR
MARKETS
.
155
11
CONSOLE
GAMES (2) THE
AGE
OF
THE
THREE
MAJOR HARDWARE
PLATFORMS
.
157
11.1 HARDWARE
THAT
DISAPPEARED
WITH
THE
TIMES
.
157
11.1.1
PITFALL
OF
PC
COMPATIBILITY:
TOWNS MARTY
AND
PIPPIN
@
.
157
11.1.2
HARDWARE
THAT
MADE
MISTAKES
IN PREDICTING
MARKET
TRENDS:
PC-FX
AND
3DO
.
160
11.1.3 LACK
OF
PERFORMANCE
AND
THE
FALSE
MARKET
IMAGES
.
163
11.1.4
FAILED
HARDWARE
FROM
GAMING
GIANTS
.
165
11.2 THREE
GREAT HARDWARE
AGE
.
168
11.2.1
HARDWARE
DEVELOPMENT
.
168
11.2.2
COMPETITION
AMONG
THREE
MAJOR HARDWARE
.
172
11.3
SUMMARY:
THE
HEYDAY
OF
HOME
VIDEO
GAMES
.
177
12
CONSOLE
GAMES
(3) JAPAN'S
DECLINING
POSITION
.
181
12.1
ABOUT
POST-PLAYSTATION
.
182
CONTENTS
R1
12.1.1
DREAMCAST
AND
SEGA'S EXIT
FROM
THE
HARDWARE
BUSINESS
.
182
12.1.2
STRUGGLING HARDWARE:
GAMECUBE
.
184
12.1.3
XBOX
A
COMPLETE FAILURE IN
JAPAN
.
184
12.1.4
SUCCESSOR
WITH
RENEWED ARCHITECTURE: PLAYSTATION
2.
.
185
12.2
PLAYSTATION
3,
XBOX 360,
AND
WII
.
THE
BEGINNING
OF
THE
END
OF
THE
ERA
OF
HOME
VIDEO GAME CONSOLES
.
187
12.2.1
FAILURE
OF
PLAYSTATION
3
.
188
12.2.2
XBOX360 FAILED
TO
CONSOLIDATE
ITS POSITION IN
JAPAN
.
190
12.2.3
INNOVATION
AND
STAGNATION:
WII
.
191
12.2.4
HARDWARE SUMMARY
.
192
12.3 GROWING
MARKET SIZE IN
THE
WORLD
AND
STAGNATION
IN
JAPAN
.
193
12.3.1
RELATIVE DECLINE
OF
THE
JAPANESE
MARKET.
. .
193
12.3.2
THE
INCREASING
SCALE
OF
GAME DEVELOPMENT
AND
ISOLATION
FROM GLOBAL
MARKETS
.
196
12.3.3
RESPONDING
TO
RISKS
ASSOCIATED
WITH
LARGE-SCALE
GAME
DEVELOPMENT
.
198
12.4
SUMMARY:
END
OF
THE
ERA
OF
"GAME
CONSOLES
AS
A
TECHNOLOGY
DRIVER"
.
201
13
CONSOLE
GAMES
(4)
MARKET
REVERSAL
BY
HANDHELD GAME
CONSOLES
.
205
13.1 PREHISTORY
OF
HANDHELD
GAME
CONSOLES:
GAME
POCKET
COMPUTER
.
205
13.2
THE
FIRST GENERATION
OF
HANDHELD
VIDEO
GAME
CONSOLES:
GAME
BOY
AND
GAME GEAR
.
206
13.3
SECOND
GENERATION
OF
HANDHELD
VIDEO
GAME
CONSOLES:
WONDER
SWAN, NEO GEO POCKET,
GAME BOY
ADVANCE
.
209
13.4 PORTABLE
DIGITAL PET HITS
AND
MEMORY
CARDS
.
212
13.5 HANDHELD
VIDEO
GAME CONSOLES
THIRD GENERATION:
PSP
AND
DS
.
212
13.6 SUMMARY:
SHIFT
IN
THE
LEADING
ROLE.
FROM
A
COMPLEMENTARY
ROLE
TO
THE
CENTER
OF
THE
MARKET
.
217
14
MOBILE
PHONE GAMES:
PROSPERITY
OF
SOCIAL
GAMES
AND
RAPID
MARKET
MATURATION
.
223
14.1 MOBILE
PHONE
GAMES BEFORE
SOCIAL
GAMES
.
223
14.2
MARKET
EXPANSION
THROUGH
SOCIAL
GAMES
.
224
14.3 SOCIAL
GAME
SYSTEM
CHARACTERISTICS
AND
BUSINESS
MODELS
.
226
14.4 MARKET
STRUCTURE
OF
SOCIAL
GAMES
AND
THE
PROBLEM
OF
HIGH
CHARGES
.
228
14.5 DRASTIC
CHANGES IN
THE
MARKET
ENVIRONMENT
DUE
TO THE
SPREAD
OF
SMARTPHONES
.
232
14.6
CHANGE IN GAME DESIGN
AND
BUSINESS
MODEL:
FROM
"PAY
TO
WIN"
TO
"FREE
TO
PLAY
.
238
XII
CONTENTS
14.6.1 IMPACT
OF
PUZZLE & DRAGONS
.
238
14.6.2 GENERALIZATION
OF
FREE
TO
PLAY BY
KANCOLLE
.
240
14.7 CHANGING TRENDS
IN
GAME DESIGN
.
241
14.8 SUMMARY
OF
MOBILE
PHONE GAMES:
FROM
AN
AUXILIARY
TO
A
LEADING ROLE
.
243
15
PRESENT
.
245
15.1 INTER-MARKET
COMPETITION (1): HANDHELD
GAME CONSOLE VS.
SMARTPHONE
.
246
15.1.1
STRUGGLES
OF
HANDHELD
GAME CONSOLES
.
246
15.1.2 SMARTPHONE
BREAKTHROUGH
.
248
15.2 MARKET
COMPETITION (2): HOME CONSOLES VERSUS PCS
.
254
15.2.1 HOME CONSOLES
ARE
BECOMING
INEXPENSIVE HIGH-END
PCS
.
254
15.2.2
NINTENDO
SWITCH
.
259
15.2.3 EXPANSION
OF
INTERNET
SERVICES
AND
WIDESPREAD
DOWNLOAD SALES
.
261
15.2.4
STEAM
AND
THE
EXPANSION
OF
INDIE
GAMES
.
264
15.2.5 RESURGENCE
AND
EXPANSION
OF
SUBSCRIPTION SERVICES
.
267
15.3 SUMMARY
OF
THE
CURRENT SITUATION:
DRASTIC
CHANGES
IN
THE
ENVIRONMENT, FIERCE
INTER-MARKET
COMPETITION, SHIFT
FROM
PACKAGES
TO
SERVICES
.
268
15.4 LOOKING
BACK
ON
THE
HISTORY
OF
THE
JAPANESE GAME
INDUSTRY
.
272
BIBLIOGRAPHY
.
275 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Koyama, Yusuke |
author_GND | (DE-588)1292820012 |
author_facet | Koyama, Yusuke |
author_role | aut |
author_sort | Koyama, Yusuke |
author_variant | y k yk |
building | Verbundindex |
bvnumber | BV049384794 |
contents | Chapter 1 Outline of the book: A perspective on the history of the game industry -- Chapter 2 The Birth of Computer Games:Prehistory of Japanese video game industry -- Chapter 3 Arcade Games (1) From Ele-mecha to Video Games: Birth of Space Invaders and Establishment of the Arcade Game Industry. Chapter 4 PC game (1) Establishment of 8-bit trinity -- Chapter 5 Home Games (1-1) Beyond Atari Shock: Birth of Family Computer -- Chapter 6 arcade game (2) revival from the shock of Businesses Affecting Public Morals Regulation Act -- Chapter 7 PC game (2) long-term administration of PC9801 and long stagnation -- Chapter 8. Home consoles (1-2) Family Computer and its successors -- Chapter 9 Drastic Change of Environment: Technological Revolution and Business Revolution -- Chapter 10 Arcade Games (3) The Impact of Virtua Fighters and Ridge Racer: Arcade Games Last Shine -- Chapter 11 PC Games (3) Birth of Windows 95, Recession of Domestic PC Game Makers, Birth of Online Games -- Chapter 12 home game (2) 3 big hard era -- Chapter 13 Home Game (3) Decline of Japan in game industry -- Chapter 14 PC games (4) Portable game consoles -- Chapter 15 Mobile Phone Games: The Growth of Social Games and Rapid Market Maturity -- Chapter 16 Now |
ctrlnum | (OCoLC)1416408093 (DE-599)BVBBV049384794 |
era | Geschichte 1978-2023 gnd |
era_facet | Geschichte 1978-2023 |
format | Book |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>05115nam a2200505 cb4500</leader><controlfield tag="001">BV049384794</controlfield><controlfield tag="003">DE-604</controlfield><controlfield tag="005">20231220 </controlfield><controlfield tag="007">t</controlfield><controlfield tag="008">231026s2023 a||| b||| 00||| eng d</controlfield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9789819913411</subfield><subfield code="c">hbk</subfield><subfield code="9">978-981-99-1341-1</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)1416408093</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-599)BVBBV049384794</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-604</subfield><subfield code="b">ger</subfield><subfield code="e">rda</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-210</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">HIST</subfield><subfield code="q">DE-210</subfield><subfield code="2">fid</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Koyama, Yusuke</subfield><subfield code="e">Verfasser</subfield><subfield code="0">(DE-588)1292820012</subfield><subfield code="4">aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">History of the Japanese video game industry</subfield><subfield code="c">Yusuke Koyama</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Singapore</subfield><subfield code="b">Springer</subfield><subfield code="c">[2023]</subfield></datafield><datafield tag="264" ind1=" " ind2="4"><subfield code="c">©2023</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">xii, 281 Seiten</subfield><subfield code="b">Illustrationen, Diagramme</subfield><subfield code="c">24 cm</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="b">n</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="b">nc</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="490" ind1="1" ind2=" "><subfield code="a">Translational systems sciences</subfield><subfield code="v">Volume 35</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Chapter 1 Outline of the book: A perspective on the history of the game industry -- Chapter 2 The Birth of Computer Games:Prehistory of Japanese video game industry -- Chapter 3 Arcade Games (1) From Ele-mecha to Video Games: Birth of Space Invaders and Establishment of the Arcade Game Industry. Chapter 4 PC game (1) Establishment of 8-bit trinity -- Chapter 5 Home Games (1-1) Beyond Atari Shock: Birth of Family Computer -- Chapter 6 arcade game (2) revival from the shock of Businesses Affecting Public Morals Regulation Act -- Chapter 7 PC game (2) long-term administration of PC9801 and long stagnation -- Chapter 8. Home consoles (1-2) Family Computer and its successors -- Chapter 9 Drastic Change of Environment: Technological Revolution and Business Revolution -- Chapter 10 Arcade Games (3) The Impact of Virtua Fighters and Ridge Racer: Arcade Games Last Shine -- Chapter 11 PC Games (3) Birth of Windows 95, Recession of Domestic PC Game Makers, Birth of Online Games -- Chapter 12 home game (2) 3 big hard era -- Chapter 13 Home Game (3) Decline of Japan in game industry -- Chapter 14 PC games (4) Portable game consoles -- Chapter 15 Mobile Phone Games: The Growth of Social Games and Rapid Market Maturity -- Chapter 16 Now</subfield></datafield><datafield tag="520" ind1="3" ind2=" "><subfield code="a">This book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets -- for PCs, home consoles, arcades, cellular phones and smart phones -- and it is very difficult to see the complete picture. The book deals comprehensively with the history of the Japanese game industry from the beginning of the non-computer age to the present. The video game industry in Japan was established in the arcade game market when Space Invaders was released by Taito in 1978. Game markets for both PCs and home consoles followed in the early 1980s. The platform that occupies a central market position started with the arcade and shifted, in order, to the home console, handheld consoles, and smart phones. In the video game industry in the twentieth century each platform had a clear identity, and the relationships among platforms were "interactions". In the twenty-first century, with the improvement of computer performance, the platform identity has disappeared, thus the relationship among platforms is highly competitive. Since the "crash of 1983" in the United States, the Japanese game industry has one of the largest market shares in the world and has developed without being influenced by other countries. It reached its peak in the late 1990s, and then its relative position declined due to the growth of foreign markets and the failure of emerging markets such as online PC games. Even today, Japan's gaming industry holds a dominant position in the world, but it is not the superpower it once was. Since the beginning of the twenty-first century, game research has become active worldwide. Among game researchers, there is a large demand for research on games in Japan, but there is still little dissemination of research in English. The original version of this book published in Japan is highly regarded and received an award for excellence from the Society of Socio-Informatics in 2017</subfield></datafield><datafield tag="648" ind1=" " ind2="7"><subfield code="a">Geschichte 1978-2023</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Computerspielindustrie</subfield><subfield code="0">(DE-588)7564534-8</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Videospiel</subfield><subfield code="0">(DE-588)4063465-6</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="651" ind1=" " ind2="7"><subfield code="a">Japan</subfield><subfield code="0">(DE-588)4028495-5</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="653" ind1=" " ind2="0"><subfield code="a">Video games industry / Japan / History</subfield></datafield><datafield tag="653" ind1=" " ind2="0"><subfield code="a">Video games industry</subfield></datafield><datafield tag="653" ind1=" " ind2="2"><subfield code="a">Japan</subfield></datafield><datafield tag="653" ind1=" " ind2="6"><subfield code="a">History</subfield></datafield><datafield tag="689" ind1="0" ind2="0"><subfield code="a">Japan</subfield><subfield code="0">(DE-588)4028495-5</subfield><subfield code="D">g</subfield></datafield><datafield tag="689" ind1="0" ind2="1"><subfield code="a">Computerspielindustrie</subfield><subfield code="0">(DE-588)7564534-8</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2="2"><subfield code="a">Videospiel</subfield><subfield code="0">(DE-588)4063465-6</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2="3"><subfield code="a">Geschichte 1978-2023</subfield><subfield code="A">z</subfield></datafield><datafield tag="689" ind1="0" ind2=" "><subfield code="5">DE-604</subfield></datafield><datafield tag="776" ind1="0" ind2="8"><subfield code="i">Erscheint auch als</subfield><subfield code="n">Online-Ausgabe</subfield><subfield code="z">978-981-99-1342-8</subfield></datafield><datafield tag="830" ind1=" " ind2="0"><subfield code="a">Translational systems sciences</subfield><subfield code="v">Volume 35</subfield><subfield code="w">(DE-604)BV041806829</subfield><subfield code="9">35</subfield></datafield><datafield tag="856" ind1="4" ind2="2"><subfield code="m">Digitalisierung Deutsches Museum</subfield><subfield code="q">application/pdf</subfield><subfield code="u">http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034712343&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA</subfield><subfield code="3">Inhaltsverzeichnis</subfield></datafield><datafield tag="999" ind1=" " ind2=" "><subfield code="a">oai:aleph.bib-bvb.de:BVB01-034712343</subfield></datafield></record></collection> |
geographic | Japan (DE-588)4028495-5 gnd |
geographic_facet | Japan |
id | DE-604.BV049384794 |
illustrated | Illustrated |
index_date | 2024-07-03T22:59:52Z |
indexdate | 2024-07-10T10:05:35Z |
institution | BVB |
isbn | 9789819913411 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-034712343 |
oclc_num | 1416408093 |
open_access_boolean | |
owner | DE-210 |
owner_facet | DE-210 |
physical | xii, 281 Seiten Illustrationen, Diagramme 24 cm |
publishDate | 2023 |
publishDateSearch | 2023 |
publishDateSort | 2023 |
publisher | Springer |
record_format | marc |
series | Translational systems sciences |
series2 | Translational systems sciences |
spelling | Koyama, Yusuke Verfasser (DE-588)1292820012 aut History of the Japanese video game industry Yusuke Koyama Singapore Springer [2023] ©2023 xii, 281 Seiten Illustrationen, Diagramme 24 cm txt rdacontent n rdamedia nc rdacarrier Translational systems sciences Volume 35 Chapter 1 Outline of the book: A perspective on the history of the game industry -- Chapter 2 The Birth of Computer Games:Prehistory of Japanese video game industry -- Chapter 3 Arcade Games (1) From Ele-mecha to Video Games: Birth of Space Invaders and Establishment of the Arcade Game Industry. Chapter 4 PC game (1) Establishment of 8-bit trinity -- Chapter 5 Home Games (1-1) Beyond Atari Shock: Birth of Family Computer -- Chapter 6 arcade game (2) revival from the shock of Businesses Affecting Public Morals Regulation Act -- Chapter 7 PC game (2) long-term administration of PC9801 and long stagnation -- Chapter 8. Home consoles (1-2) Family Computer and its successors -- Chapter 9 Drastic Change of Environment: Technological Revolution and Business Revolution -- Chapter 10 Arcade Games (3) The Impact of Virtua Fighters and Ridge Racer: Arcade Games Last Shine -- Chapter 11 PC Games (3) Birth of Windows 95, Recession of Domestic PC Game Makers, Birth of Online Games -- Chapter 12 home game (2) 3 big hard era -- Chapter 13 Home Game (3) Decline of Japan in game industry -- Chapter 14 PC games (4) Portable game consoles -- Chapter 15 Mobile Phone Games: The Growth of Social Games and Rapid Market Maturity -- Chapter 16 Now This book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets -- for PCs, home consoles, arcades, cellular phones and smart phones -- and it is very difficult to see the complete picture. The book deals comprehensively with the history of the Japanese game industry from the beginning of the non-computer age to the present. The video game industry in Japan was established in the arcade game market when Space Invaders was released by Taito in 1978. Game markets for both PCs and home consoles followed in the early 1980s. The platform that occupies a central market position started with the arcade and shifted, in order, to the home console, handheld consoles, and smart phones. In the video game industry in the twentieth century each platform had a clear identity, and the relationships among platforms were "interactions". In the twenty-first century, with the improvement of computer performance, the platform identity has disappeared, thus the relationship among platforms is highly competitive. Since the "crash of 1983" in the United States, the Japanese game industry has one of the largest market shares in the world and has developed without being influenced by other countries. It reached its peak in the late 1990s, and then its relative position declined due to the growth of foreign markets and the failure of emerging markets such as online PC games. Even today, Japan's gaming industry holds a dominant position in the world, but it is not the superpower it once was. Since the beginning of the twenty-first century, game research has become active worldwide. Among game researchers, there is a large demand for research on games in Japan, but there is still little dissemination of research in English. The original version of this book published in Japan is highly regarded and received an award for excellence from the Society of Socio-Informatics in 2017 Geschichte 1978-2023 gnd rswk-swf Computerspielindustrie (DE-588)7564534-8 gnd rswk-swf Videospiel (DE-588)4063465-6 gnd rswk-swf Japan (DE-588)4028495-5 gnd rswk-swf Video games industry / Japan / History Video games industry Japan History Japan (DE-588)4028495-5 g Computerspielindustrie (DE-588)7564534-8 s Videospiel (DE-588)4063465-6 s Geschichte 1978-2023 z DE-604 Erscheint auch als Online-Ausgabe 978-981-99-1342-8 Translational systems sciences Volume 35 (DE-604)BV041806829 35 Digitalisierung Deutsches Museum application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034712343&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Koyama, Yusuke History of the Japanese video game industry Translational systems sciences Chapter 1 Outline of the book: A perspective on the history of the game industry -- Chapter 2 The Birth of Computer Games:Prehistory of Japanese video game industry -- Chapter 3 Arcade Games (1) From Ele-mecha to Video Games: Birth of Space Invaders and Establishment of the Arcade Game Industry. Chapter 4 PC game (1) Establishment of 8-bit trinity -- Chapter 5 Home Games (1-1) Beyond Atari Shock: Birth of Family Computer -- Chapter 6 arcade game (2) revival from the shock of Businesses Affecting Public Morals Regulation Act -- Chapter 7 PC game (2) long-term administration of PC9801 and long stagnation -- Chapter 8. Home consoles (1-2) Family Computer and its successors -- Chapter 9 Drastic Change of Environment: Technological Revolution and Business Revolution -- Chapter 10 Arcade Games (3) The Impact of Virtua Fighters and Ridge Racer: Arcade Games Last Shine -- Chapter 11 PC Games (3) Birth of Windows 95, Recession of Domestic PC Game Makers, Birth of Online Games -- Chapter 12 home game (2) 3 big hard era -- Chapter 13 Home Game (3) Decline of Japan in game industry -- Chapter 14 PC games (4) Portable game consoles -- Chapter 15 Mobile Phone Games: The Growth of Social Games and Rapid Market Maturity -- Chapter 16 Now Computerspielindustrie (DE-588)7564534-8 gnd Videospiel (DE-588)4063465-6 gnd |
subject_GND | (DE-588)7564534-8 (DE-588)4063465-6 (DE-588)4028495-5 |
title | History of the Japanese video game industry |
title_auth | History of the Japanese video game industry |
title_exact_search | History of the Japanese video game industry |
title_exact_search_txtP | History of the Japanese video game industry |
title_full | History of the Japanese video game industry Yusuke Koyama |
title_fullStr | History of the Japanese video game industry Yusuke Koyama |
title_full_unstemmed | History of the Japanese video game industry Yusuke Koyama |
title_short | History of the Japanese video game industry |
title_sort | history of the japanese video game industry |
topic | Computerspielindustrie (DE-588)7564534-8 gnd Videospiel (DE-588)4063465-6 gnd |
topic_facet | Computerspielindustrie Videospiel Japan |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034712343&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
volume_link | (DE-604)BV041806829 |
work_keys_str_mv | AT koyamayusuke historyofthejapanesevideogameindustry |