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Video games in Japan

In 1966, a single arcade cabinet changed the trajectory of entertainment history when Sega released Periscope, a submarine simulator that used lights and plastic waves to simulate sinking ships. This electro-mechanical marvel was the first arcade game to cost a quarter per play, establishing a pricing standard that would persist for decades and fundamentally alter how society viewed the value of digital entertainment. The game became an instant success across Japan, Europe, and North America, proving that coin-operated machines could generate massive cultural impact. Before Periscope, video games were novelties or laboratory experiments, but this machine demonstrated that interactive entertainment could be a profitable, scalable business model. The success of Periscope paved the way for subsequent arcade innovations, including Sega's 1969 light-gun game Duck Hunt, which used rear image projection to create moving animations on a screen, and Missile, a shooter that featured electronic sound and moving film strips to represent targets. These early arcade machines laid the groundwork for what would become a multi-billion dollar global industry, with Japan serving as the primary incubator for these revolutionary concepts.

The Golden Age Of Arcades

The year 1978 marked the beginning of the golden age of arcade video games when Taito released Space Invaders, a game that would create an urban legend about a national shortage of 100 yen coins in Japan. Created by Tomohiro Nishikado, the game pitted players against multiple enemies descending from the top of the screen at a constantly increasing speed, using alien creatures inspired by H.G. Wells' The War of the Worlds because developers were unable to render aircraft movement. The game introduced the concept of giving players a number of lives and popularized the idea of achieving a high score, being the first video game to save the player's score. Space Invaders set the template for the shoot-em-up genre and influenced most shooting games released since then, with its aliens returning fire at the protagonist, making them the first arcade game targets to do so. The game's popularity was so immense that arcade operators would empty out their machines and take the money to the bank, keeping the coins in circulation, yet the legend of a coin shortage persisted. By 1981, the arcade video game industry was worth $8 billion, with games like Galaxian, Pac-Man, and Bosconian becoming cultural phenomena. The success of these games led to arcade machines sprouting up in shopping malls, restaurants, grocery stores, bars, and movie theaters all over Japan and other countries during the late 1970s and early 1980s. Hardware unit sales reached the tens of thousands, with Ms. Pac-Man selling over 115,000 units and Donkey Kong selling over 60,000 units, establishing arcade gaming as a dominant force in entertainment.

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Mass media in JapanVideo gaming in Japan

The Console Revolution

Nintendo's Color TV-Game, released in 1977 in partnership with Mitsubishi Electronics, became Japan's first successful home video game console, following the earlier Epoch TV Tennis Electrotennis. However, it was the Family Computer, or Famicom, released on the 15th of July 1983, that would transform Nintendo from a moderately successful toy and playing card manufacturer into an internationally recognized gaming giant. Designed by Masayuki Uemura, the Famicom initially suffered from a bad chip set that caused the system to crash, leading to a product recall and reissue with a new motherboard. Despite these early challenges, the Famicom's popularity soared, becoming the best-selling game console in Japan by the end of 1984. By mid-1986, 19% of Japanese households owned a Famicom, and by 1988, one-third of households had one. The system's success was so profound that by 1990, Nintendo surpassed Toyota as Japan's most successful corporation. The Famicom changed the relationship between console manufacturers and third-party software developers by restricting developers from publishing and distributing software without licensed approval, leading to higher quality software titles and changing public attitudes toward electronic games. The system's hardware limitations led to design principles that still influence modern video game development, with many prominent franchises originating on the NES, including Super Mario Bros., The Legend of Zelda, Metroid, Mega Man, Castlevania, Final Fantasy, and Dragon Quest. By the end of its run, over 60 million NES units had been sold worldwide, establishing Nintendo's dominance in the global gaming market.

The RPG Renaissance

The year 1986 marked a pivotal moment in video game history when Enix published Dragon Quest, a game that became the template for future console RPGs and established the Japanese role-playing game as a distinct genre. Created by Yuji Horii and his team at Chunsoft, Dragon Quest was designed to appeal to a wider audience unfamiliar with the genre or video games in general, requiring no previous Dungeons & Dragons experience and featuring streamlined gameplay that didn't demand hundreds of hours of rote fighting. The game placed greater emphasis on storytelling and emotional involvement, building on Horii's previous work Portopia Serial Murder Case, and introduced a coming-of-age tale that audiences could relate to. It featured elements still found in most console RPGs, including major quests interwoven with minor subquests, an incremental spell system, the damsel-in-distress storyline, and a romance element, all complemented by anime-style art by Akira Toriyama and a classical score by Koichi Sugiyama that was considered revolutionary for console video game music. The game's popularity was so intense that local municipalities were forced to place restrictions on where and when it could be sold, establishing the Dragon Quest series as a bellwether for the Japanese video game market. This success inspired a wave of Japanese publishers to release RPG franchises such as Final Fantasy, Persona, Tales, Pokémon, The Legend of Zelda, Ys, and Kingdom Hearts, which became extremely popular with both Japanese and overseas consumers. The term JRPG was coined by Western media because Japanese-developed RPGs had distinct elements that set them apart from Western RPGs, with settings inspired by anime and manga literature rather than fantasy and science-fiction literature, and featuring linear storylines with turn-based combat systems that allowed developers to completely flesh out character development.

The 3D Revolution

The year 1997 witnessed the phenomenal success of Final Fantasy VII, a game that is considered one of the most influential games of all time, akin to Star Wars in the movie industry. With a record-breaking production budget of around $45 million, the ambitious scope of Final Fantasy VII raised the possibilities for the genre, featuring longer, more involved quests, better audio, and full-motion video. The game demonstrated the enormous implications of 3D computer graphics and optical discs in fifth-generation consoles, with innovations such as the use of 3D characters on pre-rendered backgrounds, battles viewed from multiple different angles rather than a single angle, and for the first time, full-motion CGI video seamlessly blended into the gameplay. The game's storytelling and character development were considered a major narrative jump forward for video games, often compared to films and novels at the time. The game's highly polished gameplay, high playability, lavish production, well-developed characters, intricate storyline, and emotionally engaging narrative that was much darker and sophisticated than most other RPGs continued to be listed among the best games of all time. The game's success was made possible by the rise of 3D computer graphics and optical discs in fifth-generation consoles, which offered true 3D graphics, improved sound, and better 2D graphics than previous generations. The next major revolution came in the mid-to-late 1990s, which saw the rise of 3D computer graphics and optical discs in fifth-generation consoles, with implications for RPGs being enormous, including longer, more involved quests, better audio, and full-motion video. The game's success demonstrated that video games could achieve the same cultural impact as films and literature, establishing them as a legitimate art form.

The Mobile Shift

In 2015, mobile game publishers in Japan had more than twice the ordinary income rate as console game publishers, marking a fundamental shift in how Japanese consumers interact with video games. This transformation was driven by the unique lifestyle of many Japanese people, who spend long hours commuting on trains or buses, making mobile phones portable and convenient alternatives to home consoles. The main characteristic of mobile games is being freemium, with monetization models most commonly seen in gacha games, which are named after toy vending machines in Japan because of their lottery system. After spending in-game currency, which can be bought with real money, players can get random characters or items, with most often the characters that players want being rare and encouraging them to spend enough money until they get their desired character. Notable Japanese gacha games include iDOLM@STER, Granblue Fantasy, Fate/Grand Order, and Umamusume: Pretty Derby, which often have different game elements such as combat and serve as RPGs or contain rhythm game gameplay. In 2018, the country had an estimate of 67.6 million players in its game market, with Androids and iPhones reportedly having the highest player rate amongst their owners versus the player rate amongst owners of game consoles such as the PlayStation 3 and the Wii. This shift to mobile gaming has made Japan the world's largest market for mobile games, with the Japanese market becoming increasingly dominated by mobile games, which generated $5.1 billion in 2013, more than traditional console games in the country.

The Arcade Resilience

Despite the global decline of arcades, Japanese companies hit record revenue for three consecutive years during the 2000s, with arcades representing the largest sector of the Japanese video game market. As of 2009, out of Japan's $20 billion gaming market, $6 billion of that amount is generated from arcades, followed by home console games and mobile games at $3.5 billion and $2 billion, respectively. In 2005, arcade ownership and operation accounted for a majority of Namco's revenue, and with considerable withdrawal from the arcade market from companies such as Capcom, Sega became the strongest player in the arcade market with 60% market share in 2006. The arcade industry in Japan has remained popular through to the present day, with former rivals in the Japanese arcade industry, Konami, Taito, Bandai Namco Entertainment, and Sega, now working together to keep the arcade industry vibrant. The domestic market has continued to expand for five years and has set new records for three consecutive years, despite the country's economic recession. The Japanese arcade industry has been steadily declining, from ¥702.9 billion in 2007 to ¥504.3 billion in 2010, with 2013 estimation of revenue at ¥470 billion. However, arcades have remained a cultural institution in Japan, with Akihabara Electric Town being a major nexus of so-called otaku culture, which overlaps heavily with video gaming. The arcade culture remains a major influence among young Japanese, with game centers like the Sega Akihabara Building 2, known as GiGO until 2017, serving as important social spaces for gamers. The resilience of the arcade industry in Japan demonstrates the unique cultural significance of these spaces, which continue to thrive even as the rest of the world moves toward home gaming and mobile platforms.
In 1966, a single arcade cabinet changed the trajectory of entertainment history when Sega released Periscope, a submarine simulator that used lights and plastic waves to simulate sinking ships. This electro-mechanical marvel was the first arcade game to cost a quarter per play, establishing a pricing standard that would persist for decades and fundamentally alter how society viewed the value of digital entertainment. The game became an instant success across Japan, Europe, and North America, proving that coin-operated machines could generate massive cultural impact. Before Periscope, video games were novelties or laboratory experiments, but this machine demonstrated that interactive entertainment could be a profitable, scalable business model. The success of Periscope paved the way for subsequent arcade innovations, including Sega's 1969 light-gun game Duck Hunt, which used rear image projection to create moving animations on a screen, and Missile, a shooter that featured electronic sound and moving film strips to represent targets. These early arcade machines laid the groundwork for what would become a multi-billion dollar global industry, with Japan serving as the primary incubator for these revolutionary concepts.

The Golden Age Of Arcades

The year 1978 marked the beginning of the golden age of arcade video games when Taito released Space Invaders, a game that would create an urban legend about a national shortage of 100 yen coins in Japan. Created by Tomohiro Nishikado, the game pitted players against multiple enemies descending from the top of the screen at a constantly increasing speed, using alien creatures inspired by H.G. Wells' The War of the Worlds because developers were unable to render aircraft movement. The game introduced the concept of giving players a number of lives and popularized the idea of achieving a high score, being the first video game to save the player's score. Space Invaders set the template for the shoot-em-up genre and influenced most shooting games released since then, with its aliens returning fire at the protagonist, making them the first arcade game targets to do so. The game's popularity was so immense that arcade operators would empty out their machines and take the money to the bank, keeping the coins in circulation, yet the legend of a coin shortage persisted. By 1981, the arcade video game industry was worth $8 billion, with games like Galaxian, Pac-Man, and Bosconian becoming cultural phenomena. The success of these games led to arcade machines sprouting up in shopping malls, restaurants, grocery stores, bars, and movie theaters all over Japan and other countries during the late 1970s and early 1980s. Hardware unit sales reached the tens of thousands, with Ms. Pac-Man selling over 115,000 units and Donkey Kong selling over 60,000 units, establishing arcade gaming as a dominant force in entertainment.

The Console Revolution

Nintendo's Color TV-Game, released in 1977 in partnership with Mitsubishi Electronics, became Japan's first successful home video game console, following the earlier Epoch TV Tennis Electrotennis. However, it was the Family Computer, or Famicom, released on the 15th of July 1983, that would transform Nintendo from a moderately successful toy and playing card manufacturer into an internationally recognized gaming giant. Designed by Masayuki Uemura, the Famicom initially suffered from a bad chip set that caused the system to crash, leading to a product recall and reissue with a new motherboard. Despite these early challenges, the Famicom's popularity soared, becoming the best-selling game console in Japan by the end of 1984. By mid-1986, 19% of Japanese households owned a Famicom, and by 1988, one-third of households had one. The system's success was so profound that by 1990, Nintendo surpassed Toyota as Japan's most successful corporation. The Famicom changed the relationship between console manufacturers and third-party software developers by restricting developers from publishing and distributing software without licensed approval, leading to higher quality software titles and changing public attitudes toward electronic games. The system's hardware limitations led to design principles that still influence modern video game development, with many prominent franchises originating on the NES, including Super Mario Bros., The Legend of Zelda, Metroid, Mega Man, Castlevania, Final Fantasy, and Dragon Quest. By the end of its run, over 60 million NES units had been sold worldwide, establishing Nintendo's dominance in the global gaming market.

The RPG Renaissance

The year 1986 marked a pivotal moment in video game history when Enix published Dragon Quest, a game that became the template for future console RPGs and established the Japanese role-playing game as a distinct genre. Created by Yuji Horii and his team at Chunsoft, Dragon Quest was designed to appeal to a wider audience unfamiliar with the genre or video games in general, requiring no previous Dungeons & Dragons experience and featuring streamlined gameplay that didn't demand hundreds of hours of rote fighting. The game placed greater emphasis on storytelling and emotional involvement, building on Horii's previous work Portopia Serial Murder Case, and introduced a coming-of-age tale that audiences could relate to. It featured elements still found in most console RPGs, including major quests interwoven with minor subquests, an incremental spell system, the damsel-in-distress storyline, and a romance element, all complemented by anime-style art by Akira Toriyama and a classical score by Koichi Sugiyama that was considered revolutionary for console video game music. The game's popularity was so intense that local municipalities were forced to place restrictions on where and when it could be sold, establishing the Dragon Quest series as a bellwether for the Japanese video game market. This success inspired a wave of Japanese publishers to release RPG franchises such as Final Fantasy, Persona, Tales, Pokémon, The Legend of Zelda, Ys, and Kingdom Hearts, which became extremely popular with both Japanese and overseas consumers. The term JRPG was coined by Western media because Japanese-developed RPGs had distinct elements that set them apart from Western RPGs, with settings inspired by anime and manga literature rather than fantasy and science-fiction literature, and featuring linear storylines with turn-based combat systems that allowed developers to completely flesh out character development.

The 3D Revolution

The year 1997 witnessed the phenomenal success of Final Fantasy VII, a game that is considered one of the most influential games of all time, akin to Star Wars in the movie industry. With a record-breaking production budget of around $45 million, the ambitious scope of Final Fantasy VII raised the possibilities for the genre, featuring longer, more involved quests, better audio, and full-motion video. The game demonstrated the enormous implications of 3D computer graphics and optical discs in fifth-generation consoles, with innovations such as the use of 3D characters on pre-rendered backgrounds, battles viewed from multiple different angles rather than a single angle, and for the first time, full-motion CGI video seamlessly blended into the gameplay. The game's storytelling and character development were considered a major narrative jump forward for video games, often compared to films and novels at the time. The game's highly polished gameplay, high playability, lavish production, well-developed characters, intricate storyline, and emotionally engaging narrative that was much darker and sophisticated than most other RPGs continued to be listed among the best games of all time. The game's success was made possible by the rise of 3D computer graphics and optical discs in fifth-generation consoles, which offered true 3D graphics, improved sound, and better 2D graphics than previous generations. The next major revolution came in the mid-to-late 1990s, which saw the rise of 3D computer graphics and optical discs in fifth-generation consoles, with implications for RPGs being enormous, including longer, more involved quests, better audio, and full-motion video. The game's success demonstrated that video games could achieve the same cultural impact as films and literature, establishing them as a legitimate art form.

The Mobile Shift

In 2015, mobile game publishers in Japan had more than twice the ordinary income rate as console game publishers, marking a fundamental shift in how Japanese consumers interact with video games. This transformation was driven by the unique lifestyle of many Japanese people, who spend long hours commuting on trains or buses, making mobile phones portable and convenient alternatives to home consoles. The main characteristic of mobile games is being freemium, with monetization models most commonly seen in gacha games, which are named after toy vending machines in Japan because of their lottery system. After spending in-game currency, which can be bought with real money, players can get random characters or items, with most often the characters that players want being rare and encouraging them to spend enough money until they get their desired character. Notable Japanese gacha games include iDOLM@STER, Granblue Fantasy, Fate/Grand Order, and Umamusume: Pretty Derby, which often have different game elements such as combat and serve as RPGs or contain rhythm game gameplay. In 2018, the country had an estimate of 67.6 million players in its game market, with Androids and iPhones reportedly having the highest player rate amongst their owners versus the player rate amongst owners of game consoles such as the PlayStation 3 and the Wii. This shift to mobile gaming has made Japan the world's largest market for mobile games, with the Japanese market becoming increasingly dominated by mobile games, which generated $5.1 billion in 2013, more than traditional console games in the country.

The Arcade Resilience

Despite the global decline of arcades, Japanese companies hit record revenue for three consecutive years during the 2000s, with arcades representing the largest sector of the Japanese video game market. As of 2009, out of Japan's $20 billion gaming market, $6 billion of that amount is generated from arcades, followed by home console games and mobile games at $3.5 billion and $2 billion, respectively. In 2005, arcade ownership and operation accounted for a majority of Namco's revenue, and with considerable withdrawal from the arcade market from companies such as Capcom, Sega became the strongest player in the arcade market with 60% market share in 2006. The arcade industry in Japan has remained popular through to the present day, with former rivals in the Japanese arcade industry, Konami, Taito, Bandai Namco Entertainment, and Sega, now working together to keep the arcade industry vibrant. The domestic market has continued to expand for five years and has set new records for three consecutive years, despite the country's economic recession. The Japanese arcade industry has been steadily declining, from ¥702.9 billion in 2007 to ¥504.3 billion in 2010, with 2013 estimation of revenue at ¥470 billion. However, arcades have remained a cultural institution in Japan, with Akihabara Electric Town being a major nexus of so-called otaku culture, which overlaps heavily with video gaming. The arcade culture remains a major influence among young Japanese, with game centers like the Sega Akihabara Building 2, known as GiGO until 2017, serving as important social spaces for gamers. The resilience of the arcade industry in Japan demonstrates the unique cultural significance of these spaces, which continue to thrive even as the rest of the world moves toward home gaming and mobile platforms.