001469532 000__ 05608cam\\22006377i\4500 001469532 001__ 1469532 001469532 003__ OCoLC 001469532 005__ 20230803003334.0 001469532 006__ m\\\\\o\\d\\\\\\\\ 001469532 007__ cr\un\nnnunnun 001469532 008__ 230609s2023\\\\si\a\\\\ob\\\\000\0\eng\d 001469532 019__ $$a1381202335 001469532 020__ $$a9789819913428$$q(electronic bk.) 001469532 020__ $$a981991342X$$q(electronic bk.) 001469532 020__ $$z9789819913411 001469532 020__ $$z9819913411 001469532 0247_ $$a10.1007/978-981-99-1342-8$$2doi 001469532 035__ $$aSP(OCoLC)1381549471 001469532 040__ $$aGW5XE$$beng$$erda$$epn$$cGW5XE$$dEBLCP$$dYDX$$dUKAHL$$dOCLCF 001469532 0411_ $$aeng$$hjpn 001469532 043__ $$aa-ja--- 001469532 049__ $$aISEA 001469532 050_4 $$aHD9993.E453 001469532 08204 $$a338.76179480952$$223/eng/20230609 001469532 1001_ $$aKoyama, Yusuke,$$eauthor. 001469532 24510 $$aHistory of the Japanese video game industry /$$cYusuke Koyama. 001469532 264_1 $$aSingapore :$$bSpringer,$$c2023. 001469532 300__ $$a1 online resource (xii, 281 pages) :$$billustrations. 001469532 336__ $$atext$$btxt$$2rdacontent 001469532 337__ $$acomputer$$bc$$2rdamedia 001469532 338__ $$aonline resource$$bcr$$2rdacarrier 001469532 4901_ $$aTranslational systems sciences,$$x2197-8840 ;$$vvolume 35 001469532 504__ $$aIncludes bibliographical references. 001469532 5050_ $$aChapter 1 Outline of the book: A perspective on the history of the game industry -- Chapter 2 The Birth of Computer Games:Prehistory of Japanese video game industry -- Chapter 3 Arcade Games (1) From Ele-mecha to Video Games: Birth of Space Invaders and Establishment of the Arcade Game Industry. Chapter 4 PC game (1) Establishment of 8-bit trinity -- Chapter 5 Home Games (1-1) Beyond Atari Shock: Birth of Family Computer -- Chapter 6 arcade game (2) revival from the shock of Businesses Affecting Public Morals Regulation Act -- Chapter 7 PC game (2) long-term administration of PC9801 and long stagnation -- Chapter 8. Home consoles (1-2) Family Computer and its successors -- Chapter 9 Drastic Change of Environment: Technological Revolution and Business Revolution -- Chapter 10 Arcade Games (3) The Impact of Virtua Fighters and Ridge Racer: Arcade Games Last Shine -- Chapter 11 PC Games (3) Birth of Windows 95, Recession of Domestic PC Game Makers, Birth of Online Games -- Chapter 12 home game (2) 3 big hard era -- Chapter 13 Home Game (3) Decline of Japan in game industry -- Chapter 14 PC games (4) Portable game consoles -- Chapter 15 Mobile Phone Games: The Growth of Social Games and Rapid Market Maturity -- Chapter 16 Now. 001469532 506__ $$aAccess limited to authorized users. 001469532 520__ $$aThis book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets -- for PCs, home consoles, arcades, cellular phones and smart phones -- and it is very difficult to see the complete picture. The book deals comprehensively with the history of the Japanese game industry from the beginning of the non-computer age to the present. The video game industry in Japan was established in the arcade game market when Space Invaders was released by Taito in 1978. Game markets for both PCs and home consoles followed in the early 1980s. The platform that occupies a central market position started with the arcade and shifted, in order, to the home console, handheld consoles, and smart phones. In the video game industry in the twentieth century each platform had a clear identity, and the relationships among platforms were "interactions". In the twenty-first century, with the improvement of computer performance, the platform identity has disappeared, thus the relationship among platforms is highly competitive. Since the "crash of 1983" in the United States, the Japanese game industry has one of the largest market shares in the world and has developed without being influenced by other countries. It reached its peak in the late 1990s, and then its relative position declined due to the growth of foreign markets and the failure of emerging markets such as online PC games. Even today, Japan's gaming industry holds a dominant position in the world, but it is not the superpower it once was. Since the beginning of the twenty-first century, game research has become active worldwide. Among game researchers, there is a large demand for research on games in Japan, but there is still little dissemination of research in English. The original version of this book published in Japan is highly regarded and received an award for excellence from the Society of Socio-Informatics in 2017. 001469532 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed June 9, 2023). 001469532 650_0 $$aVideo games industry$$zJapan$$xHistory. 001469532 655_0 $$aElectronic books. 001469532 655_7 $$aHistory.$$2fast$$0(OCoLC)fst01411628 001469532 77608 $$iPrint version: $$z9819913411$$z9789819913411$$w(OCoLC)1371401363 001469532 830_0 $$aTranslational systems sciences ;$$vv. 35.$$x2197-8840 001469532 852__ $$bebk 001469532 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-981-99-1342-8$$zOnline Access$$91397441.1 001469532 909CO $$ooai:library.usi.edu:1469532$$pGLOBAL_SET 001469532 980__ $$aBIB 001469532 980__ $$aEBOOK 001469532 982__ $$aEbook 001469532 983__ $$aOnline 001469532 994__ $$a92$$bISE