Talk:Video games in Japan
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{{refideas
|1={{cite web|url=http://gamasutra.com/blogs/JohnSzczepaniak/20140304/212177/History_of_Japanese_computer_games.php|title=History of Japanese computer games|last=Szczepaniak|first=John|date=4 March 2014|work=Gamasutra|publisher=Think Services|accessdate=}}
|2={{cite web |last1=Osamu |first1=KATAYAMA |title=GAMES WITHOUT FRONTIERS |url=https://web.archive.org/web/20020612044502/http://www.lookjapan.com/LBcoverstory/97SepCS.htm}}
}}
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{{quote|Prior to producing video games, Japanese companies like Sega, Taito, Namco and Nintendo were producers of electro-mechanical arcade games. Soon after the video game industry began in the early 1970s, many of these companies turned their attention to producing arcade video games. Japan eventually became a major exporter of video games during the golden age of arcade video games, an era that began with the release of Taito's Space Invaders in 1978 and ended around the mid-1980s.{{cite web|last=Boxer |first=Steve |url=http://www.computerandvideogames.com/337455/features/is-japans-development-scene-doomed/ |title=Feature: Is Japan's development scene doomed? |publisher=ComputerAndVideoGames.com |date=2012-03-02 |accessdate=2012-10-01}}{{cite web|url=http://www.1up.com/features/japanese-games-breaking-west |title=Why Japanese Games are Breaking Up With the West from |publisher=1UP.com |date= |accessdate=2012-10-01}}{{cite news |first=Kyung |last=Lah |url=http://www.cnn.com/2012/02/08/world/asia/japan-older-gamers/index.html?_s=PM:ASIA |title=Japan's older generation turns gamers |work=CNN |date=February 8, 2012 |accessdate=June 19, 2014 }}
In 1970, Sega released Jet Rocket, a combat flight-simulator featuring cockpit controls that could move the player aircraft around a landscape displayed on a screen and shoot missiles onto targets that explode when hit.{{KLOV game|17309|Jet Rocket}} It featured shooting and flight movement in a 3D environment from a first-person perspective, a precursor to first-person vehicle combat video games such as Battlezone (1980) and Hovertank 3D (1991), and the first-person shooter genre.Carl Therrien, [http://gamestudies.org/1502/articles/therrien Inspecting Video Game Historiography Through Critical Lens: Etymology of the First-Person Shooter Genre], Game Studies: The International Journal of Computer Game Research, Volume 15, issue 2, December 2015, ISSN 1604-7982
Following the North American video game crash of 1983, Japan went on to become the most dominant country within the global video game industry, since the release of the Nintendo Entertainment System and the third generation of consoles. Japan's dominance within the industry would continue for the next two decades, until Microsoft's Xbox consoles began challenging Sony and Nintendo in the 2000s.{{cite news |url=https://www.nytimes.com/2010/09/20/technology/20game.html?pagewanted=all&_r=0 |first=Hiroko |last=Tabuchi |date=September 20, 2010 |work=The New York Times |title=Japanese Playing a New Video Game: Catch-Up |accessdate=June 19, 2014 }}{{cite web|date=August 26, 2007 |url=http://www.gamespot.com/articles/pax-07-japanese-gaming-culture-101/1100-6177668/ |title=PAX '07: Japanese Gaming Culture 101 - GameSpot.com |work=GameSpot |accessdate=June 19, 2014 }}{{cite web|url=http://uk.gamespy.com/articles/719/719318p1.html |archive-url=https://archive.is/20130124171045/http://uk.gamespy.com/articles/719/719318p1.html |dead-url=yes |archive-date=2013-01-24 |title=GameSpy: Video Game Culture Clash - Page 1 |publisher=Uk.gamespy.com |date= |accessdate=2012-10-01}} While the Japanese video game industry has long been viewed as console-centric in the Western world, due to the worldwide success of Japanese consoles beginning with the Nintendo Entertainment System, the country had in fact produced thousands of commercial personal computer games from the late 1970s until the mid-1990s, in addition to dōjin soft independent games.{{cite web|url=http://www.hardcoregaming101.net/JPNcomputers/Japanesecomputers.htm|title=Retro Japanese Computers: Gaming's Final Frontier|author=John Szczepaniak|publisher=Hardcore Gaming 101|accessdate=2011-03-29}} Reprinted from {{citation|title=Retro Gamer''|issue=67|year=2009}}
In the early 2000s, mobile games gained popularity in Japan's mobile phone culture, years before the United States or Europe. By 2003, a wide variety of mobile games were available on Japanese phones, ranging from puzzle games and virtual pet titles that utilized camera phone and fingerprint scanner technologies to 3D games with exceptionally high quality graphics. Older arcade-style games became particularly popular on mobile phones, which were an ideal platform for arcade-style games designed for shorter play sessions. Namco began to introduce mobile gaming culture to Europe in 2003.{{cite news|last=Hermida|first=Alfred|title=Japan leads mobile game craze|url=http://news.bbc.co.uk/2/hi/technology/3186345.stm|publisher=BBC News|accessdate=22 September 2011|date=28 August 2003}}
In 2002, the Japanese video game industry made up about 50% of the global market; that share has since shrunk to around 10% by 2010.{{cite news|title= Is the Japanese gaming industry in crisis?|work= BBC|date=2010-11-04|url= http://news.bbc.co.uk/1/hi/programmes/click_online/9159905.stm|accessdate=2010-11-06|first=Marc|last=Cieslak}} The shrinkage in market share has been attributed to a difference of taste between Japanese and Western audiences,{{cite news|title= Tokyo Game Show Day 2: the state of the Japanese industry|work= Guardian|date=2008-10-08|url= https://www.theguardian.com/technology/gamesblog/2008/oct/08/games.japan|accessdate=2010-11-06|location=London|first=Aleks|last=Krotoski}} and the country's economic recession. Despite declining home console game sales, the overall Japanese gaming industry, as of 2009, is still valued at $20 billion, the largest sector of which are arcade games at $6 billion, in comparison to home console game sales of $3.5 billion and mobile game sales of $2 billion.{{cite journal|last=Sambe|first=Yukiharu|title=Japan’s Arcade Games and Their Technology|journal=Lecture Notes in Computer Science|year=2009|volume=5709|series=Entertainment Computing– ICEC 2009|doi=10.1007/978-3-642-04052-8_62|url=http://www.springerlink.com/content/tkv51714762l3645/|accessdate=25 January 2012|page=338}} The Japanese arcade industry has also been steadily declining, however, from ¥702.9 billion in 2007 (${{formatprice|{{inflation|US|{{To USD|{{inflation|JP|702900000000|2007|2012}}|JPN}}|2012}}}} in {{Inflation-year|US}} dollars) to ¥504.3 billion in 2010{{cite web|title=Market Data|url=http://www.capcom.co.jp/ir/english/business/market.html|publisher=Capcom|accessdate=14 April 2012|date=October 14, 2011}}{{cite news|title=Space invaders: Seniors take over Japan's arcades|url=http://www.gmanetwork.com/news/story/244260/scitech/gaming/space-invaders-seniors-take-over-japan-s-arcades|accessdate=12 April 2012|newspaper=GMA Network|date=January 11, 2012}} (${{formatprice|{{inflation|US|{{To USD|{{inflation|JP|504300000000|2010|2012}}|JPN}}|2012}}}} in {{Inflation-year|US}} dollars). The domestic arcade market's decline has also been attributed to the country's economic recession. Handheld game consoles, however, particularly Nintendo handhelds such as the Nintendo DS, have featured a number of innovative RPGs during the late 2000s.{{cite web|last=James|first=Newton|title=Talking Point: Is the DS Dead at Retail?|url=http://ds.nintendolife.com/news/2011/01/talking_point_is_the_ds_dead_at_retail|publisher=NintendoLife.com|accessdate=15 May 2011|date=30 January 2011}}
The country's traditional console gaming market itself is today largely dominated by handheld game consoles rather than home consoles.{{cite web|author= |url=http://kotaku.com/handheld-gaming-continues-to-rule-in-japan-1647550685 |title=Handheld Gaming Continues To Rule in Japan |publisher=Kotaku.com |date= |accessdate=2015-04-16}} In 2014, Japan's consumer video game market grossed $9.6 billion, with $5.8 billion coming from mobile gaming.{{cite web|url=http://gamasutra.com/view/news/246644/Japans_game_market_hits_record_high_as_consoles_decline_and_mobile_grows.php|title=Japan's game market hits record high as consoles decline and mobile grows|first=Christian|last=Nutt|publisher=|accessdate=25 March 2018}}
The shrinkage in market share has been attributed to a difference of taste between Japanese and Western audiences,{{cite news|title= Tokyo Game Show Day 2: the state of the Japanese industry|work= Guardian|date=2008-10-08|url= https://www.theguardian.com/technology/gamesblog/2008/oct/08/games.japan|accessdate=2010-11-06|location=London|first=Aleks|last=Krotoski}} and the country's economic recession. Despite declining home console game sales, the overall Japanese gaming industry, as of 2009, is still valued at $20 billion, the largest sector of which are arcade games at $6 billion, in comparison to home console game sales of $3.5 billion and mobile game sales of $2 billion.{{cite journal|last=Sambe|first=Yukiharu|title=Japan’s Arcade Games and Their Technology|journal=Lecture Notes in Computer Science|year=2009|volume=5709|series=Entertainment Computing– ICEC 2009|doi=10.1007/978-3-642-04052-8_62|url=http://www.springerlink.com/content/tkv51714762l3645/|accessdate=25 January 2012|page=338}}
Despite declining home console game sales, the overall Japanese gaming industry, as of 2009, is still valued at $20 billion, the largest sector of which are arcade games at $6 billion, in comparison to home console game sales of $3.5 billion and mobile game sales of $2 billion.{{cite journal|last=Sambe|first=Yukiharu|title=Japan’s Arcade Games and Their Technology|journal=Lecture Notes in Computer Science|year=2009|volume=5709|series=Entertainment Computing– ICEC 2009|doi=10.1007/978-3-642-04052-8_62|url=http://www.springerlink.com/content/tkv51714762l3645/|accessdate=25 January 2012|page=338}}
The Japanese arcade industry has also been steadily declining, however, from ¥702.9 billion in 2007 (${{formatprice|{{inflation|US|{{To USD|{{inflation|JP|702900000000|2007|2012}}|JPN}}|2012}}}} in {{Inflation-year|US}} dollars) to ¥504.3 billion in 2010{{cite web|title=Market Data|url=http://www.capcom.co.jp/ir/english/business/market.html|publisher=Capcom|accessdate=14 April 2012|date=October 14, 2011}}{{cite news|title=Space invaders: Seniors take over Japan's arcades|url=http://www.gmanetwork.com/news/story/244260/scitech/gaming/space-invaders-seniors-take-over-japan-s-arcades|accessdate=12 April 2012|newspaper=GMA Network|date=January 11, 2012}} (${{formatprice|{{inflation|US|{{To USD|{{inflation|JP|504300000000|2010|2012}}|JPN}}|2012}}}} in {{Inflation-year|US}} dollars). The domestic arcade market's decline has also been attributed to the country's economic recession. Handheld game consoles, however, particularly Nintendo handhelds such as the Nintendo DS, have featured a number of innovative RPGs during the late 2000s.{{cite web|last=James|first=Newton|title=Talking Point: Is the DS Dead at Retail?|url=http://ds.nintendolife.com/news/2011/01/talking_point_is_the_ds_dead_at_retail|publisher=NintendoLife.com|accessdate=15 May 2011|date=30 January 2011}}}}
Rupert Loup (talk) 22:20, 15 December 2018 (UTC)
{{reflist-talk}}
Possible source from ''[[Look Japan]]''
https://web.archive.org/web/20020612044502/http://www.lookjapan.com/LBcoverstory/97SepCS.htm
WhisperToMe (talk) 06:07, 1 May 2019 (UTC)
Adding sections for game genres
I'm planning on adding sections on different genres that are dominant in the Japanese video game scene (arcade, fighting games, JRPGs, visual novels, etc.) with a brief summary of key elements of each genre and how they relate to Japanese culture. I will add some sources (mostly academic sources if I can find them on each genre).
Here are some sources I am going to be looking at:
https://www.jstage.jst.go.jp/article/abas/16/3/16_0170228a/_article
https://www.researchgate.net/publication/344892748_A_Fantasy_without_a_Dream_Japanese_Role-Playing_Games_and_the_Absence_of_the_Expressive_Ideal
https://www.mdpi.com/2076-0752/10/3/42
https://link.springer.com/article/10.1007/s12626-017-0014-1 Mieutwo (talk) 05:23, 28 October 2023 (UTC)