LEADER 05399nam 22007335 450 001 9910728935703321 005 20230602084821.0 010 $a981-9913-42-X 024 7 $a10.1007/978-981-99-1342-8 035 $a(MiAaPQ)EBC30564790 035 $a(Au-PeEL)EBL30564790 035 $a(OCoLC)1381549471 035 $a(DE-He213)978-981-99-1342-8 035 $a(BIP)089067477 035 $a(PPN)272263958 035 $a(CKB)26821650700041 035 $a(EXLCZ)9926821650700041 100 $a20230602d2023 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aHistory of the Japanese Video Game Industry /$fby Yusuke Koyama 205 $a1st ed. 2023. 210 1$aSingapore :$cSpringer Nature Singapore :$cImprint: Springer,$d2023. 215 $a1 online resource (285 pages) 225 1 $aTranslational Systems Sciences,$x2197-8840 ;$v35 311 08$aPrint version: Koyama, Yusuke History of the Japanese Video Game Industry Singapore : Springer,c2023 9789819913411 320 $aIncludes bibliographical references. 327 $aChapter 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. 330 $aThis book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets?for PCs, home consoles, arcades, cellular phones and smart phones?and it is very difficult to see the complete picture. The book deals comprehensively with the history of the Japanese game industry from the beginning of the non-computer age to the present. The video game industry in Japan was established in the arcade game market when Space Invaders was released by Taito in 1978. Game markets for both PCs and home consoles followed in the early 1980s. The platform that occupies a central market position started with the arcade and shifted, in order, to the home console, handheld consoles, and smart phones. In the video game industry in the twentieth century each platform had a clear identity, and the relationships among platforms were "interactions". In the twenty-first century, with the improvement of computer performance, the platform identity has disappeared, thus the relationship among platforms is highly competitive. Since the "crash of 1983" in the United States, the Japanese game industry has one of the largest market shares in the world and has developed without being influenced by other countries. It reached its peak in the late 1990s, and then its relative position declined due to the growth of foreign markets and the failure of emerging markets such as online PC games. Even today, Japan's gaming industry holds a dominant position in the world, but it is not the superpower it once was. Since the beginning of the twenty-first century, game research has become active worldwide. Among game researchers, there is a large demand for research on games in Japan, but there is still little dissemination of research in English. The original version of this book published in Japan is highly regarded and received an award for excellence from the Society of Socio-Informatics in 2017. 410 0$aTranslational Systems Sciences,$x2197-8840 ;$v35 606 $aIndustries 606 $aBusiness information services 606 $aEconomic history 606 $aEconomics 606 $aCulture 606 $aIndustries 606 $aIT in Business 606 $aEconomic History 606 $aCultural Economics 610 $aEconomic History 610 $aEconomics 610 $aBusiness & Economics 615 0$aIndustries. 615 0$aBusiness information services. 615 0$aEconomic history. 615 0$aEconomics. 615 0$aCulture. 615 14$aIndustries. 615 24$aIT in Business. 615 24$aEconomic History. 615 24$aCultural Economics. 676 $a338.477948 700 $aKoyama$b Yusuke$01365708 702 $aKoyama$b Yusuke 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910728935703321 996 $aHistory of the Japanese Video Game Industry$93387853 997 $aUNINA