History of the Japanese Video Game Industry
Series: Translational Systems Sciences; 35;
- Publisher's listprice EUR 171.19
-
71 001 Ft (67 620 Ft + 5% VAT)
The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.
- Discount 20% (cc. 14 200 Ft off)
- Discounted price 56 801 Ft (54 096 Ft + 5% VAT)
Subcribe now and take benefit of a favourable price.
Subscribe
71 001 Ft
Availability
printed on demand
Why don't you give exact delivery time?
Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.
Product details:
- Edition number 2023
- Publisher Jimbun Shoin
- Date of Publication 4 June 2024
- Number of Volumes 1 pieces, Book
- ISBN 9789819913442
- Binding Paperback
- See also 9789819913411
- No. of pages281 pages
- Size 235x155 mm
- Language English
- Illustrations XII, 281 p. 1 illus. Illustrations, black & white 567
Categories
Long description:
"
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 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.
" MoreTable of Contents:
Entrepreneurship and Regional Development: Analyzing Growth Models in Emerging Markets
Exercise Prescription Case Studies for Healthy Populations
26 754 HUF
24 079 HUF