Talk:Video games in Japan

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The following content has been added by an user who was been banned for adding misleading material. "Prior to producing video games, Japanese companies like Sega, Taito, Namco and Nintendo were producers of electro-mechanical arcade games. Soon after the video game industry began in the early 1970s, many of these companies turned their attention to producing arcade video games. Japan eventually became a major exporter of video games during the golden age of arcade video games, an era that began with the release of Taito's Space Invaders in 1978 and ended around the mid-1980s.

In 1970, Sega released Jet Rocket, a combat flight-simulator featuring cockpit controls that could move the player aircraft around a landscape displayed on a screen and shoot missiles onto targets that explode when hit. It featured shooting and flight movement in a 3D environment from a first-person perspective, a precursor to first-person vehicle combat video games such as Battlezone (1980) and Hovertank 3D (1991), and the first-person shooter genre.

Following the North American video game crash of 1983, Japan went on to become the most dominant country within the global video game industry, since the release of the Nintendo Entertainment System and the third generation of consoles. Japan's dominance within the industry would continue for the next two decades, until Microsoft's Xbox consoles began challenging Sony and Nintendo in the 2000s. While the Japanese video game industry has long been viewed as console-centric in the Western world, due to the worldwide success of Japanese consoles beginning with the Nintendo Entertainment System, the country had in fact produced thousands of commercial personal computer games from the late 1970s until the mid-1990s, in addition to dōjin soft independent games.

In the early 2000s, mobile games gained popularity in Japan's mobile phone culture, years before the United States or Europe. By 2003, a wide variety of mobile games were available on Japanese phones, ranging from puzzle games and virtual pet titles that utilized camera phone and fingerprint scanner technologies to 3D games with exceptionally high quality graphics. Older arcade-style games became particularly popular on mobile phones, which were an ideal platform for arcade-style games designed for shorter play sessions. Namco began to introduce mobile gaming culture to Europe in 2003.

In 2002, the Japanese video game industry made up about 50% of the global market; that share has since shrunk to around 10% by 2010. The shrinkage in market share has been attributed to a difference of taste between Japanese and Western audiences, and the country's economic recession. Despite declining home console game sales, the overall Japanese gaming industry, as of 2009, is still valued at $20 billion, the largest sector of which are arcade games at $6 billion, in comparison to home console game sales of $3.5 billion and mobile game sales of $2 billion. The Japanese arcade industry has also been steadily declining, however, from ¥702.9 billion in 2007 ($ in dollars) to ¥504.3 billion in 2010 ($ in  dollars). The domestic arcade market's decline has also been attributed to the country's economic recession. Handheld game consoles, however, particularly Nintendo handhelds such as the Nintendo DS, have featured a number of innovative RPGs during the late 2000s.

The country's traditional console gaming market itself is today largely dominated by handheld game consoles rather than home consoles. In 2014, Japan's consumer video game market grossed $9.6 billion, with $5.8 billion coming from mobile gaming.

The shrinkage in market share has been attributed to a difference of taste between Japanese and Western audiences, and the country's economic recession. Despite declining home console game sales, the overall Japanese gaming industry, as of 2009, is still valued at $20 billion, the largest sector of which are arcade games at $6 billion, in comparison to home console game sales of $3.5 billion and mobile game sales of $2 billion.

Despite declining home console game sales, the overall Japanese gaming industry, as of 2009, is still valued at $20 billion, the largest sector of which are arcade games at $6 billion, in comparison to home console game sales of $3.5 billion and mobile game sales of $2 billion.

The Japanese arcade industry has also been steadily declining, however, from ¥702.9 billion in 2007 ($ in dollars) to ¥504.3 billion in 2010 ($ in  dollars). The domestic arcade market's decline has also been attributed to the country's economic recession. Handheld game consoles, however, particularly Nintendo handhelds such as the Nintendo DS, have featured a number of innovative RPGs during the late 2000s."

Rupert Loup (talk) 22:20, 15 December 2018 (UTC)

Possible source from Look Japan
https://web.archive.org/web/20020612044502/http://www.lookjapan.com/LBcoverstory/97SepCS.htm WhisperToMe (talk) 06:07, 1 May 2019 (UTC)

Adding sections for game genres
I'm planning on adding sections on different genres that are dominant in the Japanese video game scene (arcade, fighting games, JRPGs, visual novels, etc.) with a brief summary of key elements of each genre and how they relate to Japanese culture. I will add some sources (mostly academic sources if I can find them on each genre).

Here are some sources I am going to be looking at:

https://www.jstage.jst.go.jp/article/abas/16/3/16_0170228a/_article

https://www.researchgate.net/publication/344892748_A_Fantasy_without_a_Dream_Japanese_Role-Playing_Games_and_the_Absence_of_the_Expressive_Ideal

https://www.mdpi.com/2076-0752/10/3/42

https://link.springer.com/article/10.1007/s12626-017-0014-1 Mieutwo (talk) 05:23, 28 October 2023 (UTC)