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020 _a9789819913428
024 7 _a10.1007/978-981-99-1342-8
_2doi
040 _aES-VaUEC
_bspa
_cES-VaUEC
_dES-VaUE
050 4 _aHD21
_b2023 EB
100 1 0 _aKoyama, Yūsuke,
_eautor
_4http://id.loc.gov/vocabulary/relators/aut
_9518793
_d1973-
245 1 0 _aHistory of the Japanese Video Game Industry
_cby Yusuke Koyama
250 _a1st ed 2023
264 1 _aSingapore
_c2023
_bSpringer International Publishing
300 0 0 _a1 recurso en línea
336 _atexto
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
490 0 _aTranslational Systems Sciences
_x2197-8840
_v35
505 0 _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.
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.
988 _aSpringer_Business_2023
650 7 _2embne
_98611
_aHistoria económica
_vvideojuegos
_zJapón
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-981-99-1342-8
_zAcceso a este recurso digital (usuarios Universidad Europea de Valencia)
942 _2lcc
_cLE
998 _b06/2024
_db
_ej
_zSI