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Titlebook: History of the Japanese Video Game Industry; Yusuke Koyama Book 2023 Springer Nature Singapore Pte Ltd. 2023 Video Game.Industrial History

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发表于 2025-3-28 17:34:57 | 显示全部楼层
,Console Games (4) Market Reversal by Handheld Game Consoles, aging, making it difficult for them to continue playing in front of the TV, and the rise in performance and development costs for portable game consoles has been slower than for home video game consoles connected to TVs.
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Present,etween business models: package sales and service sales. Currently, the service-type business model and the smartphone platform are expanding in scale, far ahead of the others, but package-type and home video game consoles will not disappear anytime soon, partly due to differences in gaming characteristics.
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Arcade Games (2): Shock of Act on Control and Improvement of Amusement Business, Etc. and Recovery stry was plunged into a crisis of survival. Game arcades began to improve their image with new prize machines and games that featured a large cabinet. The fighting game boom that emerged in the midst of these efforts ushered in a new era.
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,Console Games (1-2) Famicom and its Successors,service that allowed users to trade stocks using the Family Computer as a communications terminal was also offered, but it was not a great success. As home video game consoles became a popular pastime, there was a flurry of activity aimed at replacing the Family Computer, but the competition was ultimately won by Nintendo‘s Super Famicom.
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Arcade Games (3) The Impact of Virtua Fighter and Ridge Racer: The Last Splendor of Arcade Games,s, where the hardware was in a state of flux. Virtua Fighter and Ridge Racer were the symbols of the new era. However, after this period, the center of innovation in the game industry shifted to PCs and home video game consoles. In arcade games, the number of compatible platforms increased and the status of arcade games declined.
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PC Games (3) Retreat of Domestic PC Game Manufacturers and Emergence of Online Games,se PC game market was dominated by adult games that could not be shifted to home consoles. In addition, Japanese companies were unable to establish a significant presence in online games, which emerged around the same time, and the market was lost to foreign companies.
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Book 2023e 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 th
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