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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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發(fā)表于 2025-3-21 19:46:13 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱History of the Japanese Video Game Industry
編輯Yusuke Koyama
視頻videohttp://file.papertrans.cn/428/427615/427615.mp4
概述Describes for the first time the history of the game industry in Japan from its early days to the present.Provides a comprehensive view of the Japanese game industry by researchers referring to origin
叢書名稱Translational Systems Sciences
圖書封面Titlebook: History of the Japanese Video Game Industry;  Yusuke Koyama Book 2023 Springer Nature Singapore Pte Ltd. 2023 Video Game.Industrial History
描述.This 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 worl
出版日期Book 2023
關(guān)鍵詞Video Game; Industrial History; Japan; Otaku; Nintendo; Sega; Game Industry
版次1
doihttps://doi.org/10.1007/978-981-99-1342-8
isbn_softcover978-981-99-1344-2
isbn_ebook978-981-99-1342-8Series ISSN 2197-8832 Series E-ISSN 2197-8840
issn_series 2197-8832
copyrightSpringer Nature Singapore Pte Ltd. 2023
The information of publication is updating

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發(fā)表于 2025-3-21 22:39:19 | 只看該作者
Arcade Games (1): From Elemecha to Video Games,elemechanical to computer games in terms of installed machines. Computer games have also undergone a transition from undifferentiated hardware and software, in which game programs are implemented directly on the base as logic circuits, to the same format as today, in which the CPU executes programs
板凳
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地板
發(fā)表于 2025-3-22 05:14:17 | 只看該作者
,Console?Games (1–1): Beyond the Crash—The Birth of the Family Computer,ctly in hardware were launched in Japan in the 1970s. This was followed by a boom in portable electronic game consoles, as typified by Nintendo‘s Game&Watch, and then the era of game consoles connected to TVs again. Many game consoles were born, but Nintendo‘s Family Computer, with its outstanding p
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發(fā)表于 2025-3-22 10:07:37 | 只看該作者
Arcade Games (2): Shock of Act on Control and Improvement of Amusement Business, Etc. and Recovery vement of Amusement Business and the release of the Famicom. Combined with the gambling problem caused by modified game machines, the arcade game industry 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.
6#
發(fā)表于 2025-3-22 15:59:39 | 只看該作者
PC Games (2) Establishment and Stagnation of the PC-9801 Long-Term Regime,coming more powerful, and PCs for personal hobbyists were also shifting to 16-bit. In particular, the PC-9801VM released by NEC in 1985 became the de facto standard and lasted until the mid-1990s. This stalled technological innovation. This chapter also discusses the piracy problem and R18 games as
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發(fā)表于 2025-3-22 21:04:07 | 只看該作者
,Console Games (1-2)?Famicom and its Successors,er was the first home video game console to become the de facto standard in Japan, and its installed base attracted attention from many industries. A 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
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發(fā)表于 2025-3-23 00:41:29 | 只看該作者
Drastic Changes in 1994: Technological and Business Revolutions,nese video game industry underwent major changes from around 1994. It was not merely the launch of a new generation of home video game consoles. It was a major transformation that included changes in the technological paradigm and the economic environment surrounding the game industry.
9#
發(fā)表于 2025-3-23 03:07:31 | 只看該作者
Arcade Games (3) The Impact of Virtua Fighter and Ridge Racer: The Last Splendor of Arcade Games,of the printed sticker machine, which drastically changed the revenue model of game arcades. In addition, the first 3D games in Japan came from arcades, 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 o
10#
發(fā)表于 2025-3-23 08:43:54 | 只看該作者
PC Games (3) Retreat of Domestic PC Game Manufacturers and Emergence of Online Games,ift, the machines used for PC games also shifted, but only after many game developers and players had already shifted to home consoles, and the Japanese 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
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