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2023 | Buch

History of the Japanese Video Game Industry

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Über dieses Buch

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.

Inhaltsverzeichnis

Frontmatter
Chapter 1. History of the Game Industry
Abstract
This chapter defines the history of the game industry and divides the history of the game industry in Japan into five periods. It also classifies the companies that are the players in the history of the game industry and describes their principles of action.
The chapter then outlines the characteristics of the three markets discussed in the first half of the book (PC, arcade, and home video game consoles) and the path of performance growth for each platform up to the 1990s.
Yuhsuke Koyama
Chapter 2. Arcade Games (1): From Elemechaelemecha to Video Games
The Birth of Space Invaders and the Establishment of the Arcade Game Industry
Abstract
This chapter outlines the arcade game market from the post-World War II period to the early 1980s. During this period, arcade games have shifted from elemechanical to computer games in terms of installed machines. Computer games have also undergone a transition from undifferentiated hardware and software, in which game programs are implemented directly on the base as logic circuits, to the same format as today, in which the CPU executes programs stored in memory. In the early years of their appearance, computer games, including PONG, were not as expressive as the elemechanical machines. Space Invaders overturned this situation, followed by Galaxian and Pac-Man. This was achieved only after the hardware and software were separated, and the programs were loaded in memory and executed by the CPU, the same system used in today's computers.
Yuhsuke Koyama
Chapter 3. PC Game (1): Establishing the 8-Bit Trinities
Abstract
This chapter describes the birth of PC games in Japan and the probability of the market. Only a few years after Apple in the USA, the personal computer wave that began in Japan spawned many PC enthusiasts and a myriad of software companies. Three models with a good balance of price and performance survived in the crowded market, creating a unique game culture that differed from that of the USA and arcades.
Yuhsuke Koyama
Chapter 4. Console Games (1–1): Beyond the Crash—The Birth of the Family Computer
Abstract
This chapter describes the establishment of the home video game console market in Japan. As in the USA, many game consoles with games implemented directly in hardware were launched in Japan in the 1970s. This was followed by a boom in portable electronic game consoles, as typified by Nintendo's Game&Watch, and then the era of game consoles connected to TVs again. Many game consoles were born, but Nintendo's Family Computer, with its outstanding performance, dominated the market.
Yuhsuke Koyama
Chapter 5. Arcade Games (2): Shock of Act on Control and Improvement of Amusement Business, Etc. and Recovery from it
Abstract
This chapter describes the downturn and revival of the arcade game market. Sales of arcade games plummeted in the wake of the Act on Control and Improvement of Amusement Business and the release of the Famicom. Combined with the gambling problem caused by modified game machines, the arcade game industry was plunged into a crisis of survival. Game arcades began to improve their image with new prize machines and games that featured a large cabinet. The fighting game boom that emerged in the midst of these efforts ushered in a new era.
Yuhsuke Koyama
Chapter 6. PC Games (2) Establishment and Stagnation of the PC-9801 Long-Term Regime
Abstract
This chapter describes the changes that occurred in the PC gaming market from the late 1980s to the early 1990s. During this period, computers were becoming more powerful, and PCs for personal hobbyists were also shifting to 16-bit. In particular, the PC-9801VM released by NEC in 1985 became the de facto standard and lasted until the mid-1990s. This stalled technological innovation. This chapter also discusses the piracy problem and R18 games as social issues that arose with PC games.
Yuhsuke Koyama
Chapter 7. Console Games (1-2) Famicom and its Successors
Abstract
This chapter discusses the social impact of Nintendo's Family Computer and the competition for the successor to the Family Computer. The Family Computer was the first home video game console to become the de facto standard in Japan, and its installed base attracted attention from many industries. A service that allowed users to trade stocks using the Family Computer as a communications terminal was also offered, but it was not a great success. As home video game consoles became a popular pastime, there was a flurry of activity aimed at replacing the Family Computer, but the competition was ultimately won by Nintendo's Super Famicom.
Yuhsuke Koyama
Chapter 8. Drastic Changes in 1994: Technological and Business Revolutions
Abstract
This chapter does not focus on a specific market, but rather on changes in the environment surrounding the game industry since the mid-1990s. The Japanese video game industry underwent major changes from around 1994. It was not merely the launch of a new generation of home video game consoles. It was a major transformation that included changes in the technological paradigm and the economic environment surrounding the game industry.
Yuhsuke Koyama
Chapter 9. Arcade Games (3) The Impact of Virtua Fighter and Ridge Racer: The Last Splendor of Arcade Games
Abstract
This chapter describes the transformation of the arcade game market in the 1990s. The biggest change that occurred around this time was the emergence of the printed sticker machine, which drastically changed the revenue model of game arcades. In addition, the first 3D games in Japan came from arcades, where the hardware was in a state of flux. Virtua Fighter and Ridge Racer were the symbols of the new era. However, after this period, the center of innovation in the game industry shifted to PCs and home video game consoles. In arcade games, the number of compatible platforms increased and the status of arcade games declined.
Yuhsuke Koyama
Chapter 10. PC Games (3) Retreat of Domestic PC Game Manufacturers and Emergence of Online Games
Abstract
This chapter discusses the radical changes in the Japanese PC market with the advent of Windows 95 and the impact of online gaming. Along with this shift, the machines used for PC games also shifted, but only after many game developers and players had already shifted to home consoles, and the Japanese PC game market was dominated by adult games that could not be shifted to home consoles. In addition, Japanese companies were unable to establish a significant presence in online games, which emerged around the same time, and the market was lost to foreign companies.
Yuhsuke Koyama
Chapter 11. Console Games (2) The Age of the Three Major Hardware Platforms
Abstract
This chapter provides an overview of the home video game console market in the 1990s. This period was the height of the multimedia boom, and various companies of all stripes entered the video game console market, but failed. The reasons for their failure vary, but the main reasons were that they were driven by the false image of the multimedia market and that their performance as game consoles was inadequate. The one that finally succeeded in this environment was Sony's PlayStation, which was a major turning point in the history of the video game industry.
Yuhsuke Koyama
Chapter 12. Console Games (3) Japan’s Declining Position
Abstract
This chapter provides an overview of the home video game console market from the late 1990s through the 2010s. The home video game console market saw the exit of Sega after the failure of the Dreamcast in 1998, but the entry of Microsoft led to continued competition among the three companies. Sony's PlayStation 2, released in 2000, was a further success, with its proprietary CPU and GPU greatly increasing performance. However, in the process of competition, the development cost of CPUs and GPUs used in game consoles skyrocketed, and the cost of manufacturing game consoles exceeded the selling price of the consoles. Sony's PlayStation 3, released in 2006, suffered from backward and sluggish sales of the console, and the company lost enough money to erase all the profits it had built up in the previous two generations of consoles. In addition, during this period, the market size expanded in North America and Europe, and the influence of the Japanese video game industry declined significantly.
Yuhsuke Koyama
Chapter 13. Console Games (4) Market Reversal by Handheld Game Consoles
Abstract
This chapter provides an overview of portable video game consoles from the 1980s to the 2000s, which have not been previously discussed. The first successful handheld video game console was Nintendo's Game Boy, released in 1989, and its longevity was extended by the huge hit of Pokemon in 1996, and it remained the most popular video game console until the Game Boy Advance was released in 2000. In addition, the average age of game players has been aging, making it difficult for them to continue playing in front of the TV, and the rise in performance and development costs for portable game consoles has been slower than for home video game consoles connected to TVs.
Yuhsuke Koyama
Chapter 14. Mobile Phone Games: Prosperity of Social Games and Rapid Market Maturation
Abstract
This chapter discusses the mobile phone game market. The Japanese mobile phone game market grew rapidly during the feature phone era with the spread of social games. The leading players in the market at that time were GREE and DeNA, which provided the software technology platform for social games. Social games expanded their market, but around 2010, high charging became a social problem. Guidance from the government led to self-regulation by industry associations. At the same time, smartphones began to spread, and the market transition was completed in just one or two years, thanks in part to the huge success of Puzzle & Dragons. The market continued to expand, even surpassing the home video game market to become the largest market for computer games.
Yuhsuke Koyama
Chapter 15. Present
Abstract
This chapter outlines the current game industry as a whole from the perspective of inter-market competition, rather than individual markets as in the previous chapters. With the rise in computer performance, the performance gap between platforms has disappeared, and now PCs and game consoles, as well as cell phones and handheld game consoles, are competing for players. At the same time, the current inter-market competition is also a competition between business models: package sales and service sales. Currently, the service-type business model and the smartphone platform are expanding in scale, far ahead of the others, but package-type and home video game consoles will not disappear anytime soon, partly due to differences in gaming characteristics.
Yuhsuke Koyama
Backmatter
Metadaten
Titel
History of the Japanese Video Game Industry
verfasst von
Yusuke Koyama
Copyright-Jahr
2023
Verlag
Springer Nature Singapore
Electronic ISBN
978-981-9913-42-8
Print ISBN
978-981-9913-41-1
DOI
https://doi.org/10.1007/978-981-99-1342-8