History Of The Japanese Video Game Industry


History Of The Japanese Video Game Industry
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History Of The Japanese Video Game Industry


History Of The Japanese Video Game Industry
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Author : Yusuke Koyama
language : en
Publisher: Springer Nature
Release Date : 2023-06-02

History Of The Japanese Video Game Industry written by Yusuke Koyama and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-06-02 with Business & Economics categories.


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.



Transnational Contexts Of Development History Sociality And Society Of Play


Transnational Contexts Of Development History Sociality And Society Of Play
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Author : S. Austin Lee
language : en
Publisher: Springer
Release Date : 2017-01-21

Transnational Contexts Of Development History Sociality And Society Of Play written by S. Austin Lee and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-01-21 with Social Science categories.


This book examines the historical background of game development, offline and online gamer interactions, and presents a method to study the health impacts of digital games in East Asia. Focusing on examinations of how video games shape external interactions with the world as well as internal spaces, Lee and Pulos' volume brings together a range of approaches and regions to understand the impact of video games in East Asia and beyond. Contributions range from assessments of Nintendo's lasting technological impact in Japan and globally to analyses of mobile social gaming among teenage girls in Korea, with qualitative and quantitative methodologies set in contact with one another to offer a full spectrum of perspectives on video gaming and its profound cultural impact.



The Untold History Of Japanese Game Developers


The Untold History Of Japanese Game Developers
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Author : John Szczepaniak
language : en
Publisher: Createspace Independent Publishing Platform
Release Date : 2015-11-04

The Untold History Of Japanese Game Developers written by John Szczepaniak and has been published by Createspace Independent Publishing Platform this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-11-04 with Computer games categories.


Detailed contents listing here: http://www.hardcoregaming101.net/books/the-untold-history-of-japanese-game-developers-volume-2/ Nearly 400 pages and over 30 interviews, with exclusive content on the history of Japanese games. The origins of Hudson, Masaya's epic robot sagas, Nintendo's funding of a PlayStation RTS, detailed history of Westone Entertainment, and a diverse range of unreleased games. Includes exclusive office layout maps, design documents, and archive photos. In a world first - something no other journalist has dared examine - there's candid discussion on the involvement of Japan's yakuza in the industry. Forewords by Retro Gamer founding editor Martyn Carroll and game history professor Martin Picard.



Power Up


Power Up
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Author : Chris Kohler
language : en
Publisher: Bradygames
Release Date : 2004

Power Up written by Chris Kohler and has been published by Bradygames this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Games & Activities categories.


Power+Up explores these questions and others in a fresh and completely engaging way. This riveting book includes personal interviews, anecdotes, and accounts of industry giants, such as Shigeru Miyamoto, Hideo Kojima, and others involved in the creation of Donkey Kong, Mario, Pokemon, Metal Gear, Final Fantasy, and many more. Fans of gaming, comic books, anime, popular culture, and technology alike will find Power+Up to be utterly absorbing! Book jacket.



Japanese Culture Through Videogames


Japanese Culture Through Videogames
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Author : Rachael Hutchinson
language : en
Publisher: Routledge
Release Date : 2019-05-28

Japanese Culture Through Videogames written by Rachael Hutchinson and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-05-28 with Games & Activities categories.


Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how ‘Japan’ has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally.



Atari To Zelda


Atari To Zelda
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Author : Mia Consalvo
language : en
Publisher: MIT Press
Release Date : 2016-04-08

Atari To Zelda written by Mia Consalvo and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-04-08 with Games & Activities categories.


The cross-cultural interactions of Japanese videogames and the West, from DIY localization by fans to corporate strategies of “Japaneseness.” In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the “Japaneseness” of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness—cultural motifs or technical markers. Games were “localized,” subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players' interest in Japanese games (and Japanese culture in general) and then investigating players' DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market.



Atari To Zelda


Atari To Zelda
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Author : Mia Consalvo
language : en
Publisher: MIT Press
Release Date : 2022-06-07

Atari To Zelda written by Mia Consalvo and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-06-07 with Games & Activities categories.


The cross-cultural interactions of Japanese videogames and the West—from DIY localization by fans to corporate strategies of “Japaneseness.” In the early days of arcades and Nintendo, many players didn’t recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the “Japaneseness” of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness—cultural motifs or technical markers. Games were “localized,” subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players’ interest in Japanese games (and Japanese culture in general) and then investigating players’ DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market.



The Story Of Nintendo


The Story Of Nintendo
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Author : Adam Sutherland
language : en
Publisher: The Rosen Publishing Group, Inc
Release Date : 2012-01-15

The Story Of Nintendo written by Adam Sutherland and has been published by The Rosen Publishing Group, Inc this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-01-15 with Juvenile Nonfiction categories.


This insightful book reveals how Nintendo came into being, the entrepreneurs behind the success of the brand, the key facts about the video game industry, and Nintendo's impact in the global market. Nintendo's dazzling transformation from a card-based game company to the world's leading producer of digital entertainment is explored, and all of the company's seminal triumphs are examined—from the handheld Game Boy to the global breakout sensation Wii. Nintendo pioneered the home video game industry and continues to define its cutting edge.



The Efficiency And Creativity Of Product Development


The Efficiency And Creativity Of Product Development
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Author : Fumihiko Ikuine
language : en
Publisher: Springer Nature
Release Date : 2022-01-21

The Efficiency And Creativity Of Product Development written by Fumihiko Ikuine and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-01-21 with Business & Economics categories.


This is the first book that comprehensively describes the history of the game software industry in Japan. A major objective here is to identify the key determinants of the emergence of the business, the maturing of the market, and the changes brought about by innovations, based on the history of the Japanese industry. To date, similar books have focused only on particular topics of the game software industry, such as the success of Nintendo and Sony and the uniqueness of the Japanese industry. There are no books that interpret the development process of this industry from the point of view of innovation. To fully understand the business and derive insightful lessons from it, however, requires a careful and thorough examination of its development process. Currently, many companies aim to improve efficiency by using information and communications technology (ICT), but it is difficult to maintain a balance between the pursuit of efficiency and the encouragement of creativity. In the case of Japan’s game software industry, firms have pursued higher efficiency in product development to build competitive advantage, resulting in a low rate of radical innovation and causing the slow growth of the industry. In certain situations, the development activities that target the creation of new products may, in themselves, hinder the creation of truly new products. This book conceptualizes this phenomenon as a “development productivity dilemma” and clarifies the mechanisms behind it. The dilemma, like the productivity dilemma in the manufacturing industry, evokes a certain innovation pattern and prevents potential growth. Understanding the lessons from the game software business presented in this book, managers, researchers, and policymakers can gain insight into the mechanisms leading to industrial maturity and clues to avoid the development productivity dilemma.



Japanese Role Playing Games


Japanese Role Playing Games
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Author : Rachael Hutchinson
language : en
Publisher: Rowman & Littlefield
Release Date : 2022-04-11

Japanese Role Playing Games written by Rachael Hutchinson and has been published by Rowman & Littlefield this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-04-11 with Social Science categories.


Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card collecting “social games” for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful.