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The Development and The Influences of Globalization Throughout The Video Games in Japan
The Development and The Influences of Globalization Throughout The Video Games in Japan
TASK PERFORMANCE
BMMA 103
Group 07
Leader:
Members:
1. Bobis, Daniel A.
January 2023
Table of Contents
References ……………………………………………………………………………………….30
Appendix…………………………………………………………………………………………36
i
CHAPTER 1
Introduction
This research study discusses the development and the influential ability of the Japanese
Video Games. The very first video game wasn't created in Japan. This honor belongs to "Space
War! at the Massachusetts Institute of Technology in the United States in 1962. But Japan has
now embraced gaming culture with an almost unparalleled fervor. Tokyo has long been the
center of the video game industry, from the iconic Super Mario and Sonic the Hedgehog titles to
the Sega Mega Drive and Game Boy systems. (Prisco & Lee, 2017)
Japan has the third most gaming revenues in the world (just behind the United States and
China) with over 12 billion dollars of revenue in 2016 Global Games Market Report. Pong for
the Atari and a number of games on the original Nintendo system were among the first games
played on non-internet linked devices. The intended audience for games was a very tiny niche
market, frequently individuals in the immediate vicinity of the game makers. For each nation
they intended to sell their games in back then, game developers had to make different,
independent versions of their games. This technique was expensive and time-consuming,
frequently causing manufacturing delays. But today, everything is different. Today's game
on the history of Japanese video games. Writings in English frequently concentrate only on the
1
history of consoles, particularly with a fondness for Nintendo. There aren't many
English-language interviews with Japanese game creators, despite the fact that Japanese game
culture has a significant influence on games all over the world (and vice versa). Since creators
grow older and die away and the technology they created ages and becomes obsolete, it is crucial
This study aims to determine the essential ideas and knowledge that will deliver the
relationship of Globalization to the development and influences of the Video games in Japan.
This study is about Globalization and Video games in Japan in terms of Developing. Since the
researchers are also into video games, they get interested in the study, brought out of curiosity if
there’s a development. The researchers wanted to find the relationship between Globalization
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CHAPTER 2
Definition of Terms
Development
by the service sector and other professions. However, by the year 1980, it had become clearly
clear that there was no link between assistance and economic growth and that it instead acted as
Japan was once a poor, developing country but development enhanced the quality of
living of the people, especially its economic success in developing video games. The
improvement of living circumstances must be unquestionably one of, if not the primary goal of
the entire economic activity, and this improvement is central to the idea of progress. According
to Sen Amartya (1988), even if the logical and engineering challenges involved in improving
living circumstances in poor, developing nations may differ much from those in rich, developed
ones, there are many similarities between the corresponding initiatives on the two sides of the
divide.
Globalization
expansions and intensification of social relations across world-time and world-space," "the
compression of time and space," "distant proximities," "a complex range of processes, driven by
a mixture of political and economic influences," and "the swift and relatively unimpeded flow of
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capital, people, and ideas across national boundaries," there hasn't yet been an agreement on
what exactly globalization is. (Stegger, M., Battersby ,P., & Siracusa, J., 2014).
The simplest form to define globalization according to The Levin Institute in the State
University of New York. (2016) is the contact and incorporation of people, businesses, and
governments from many countries; it is fueled by commerce and investment on a global scale
economic growth and prosperity, and physical health of people all around the world are all
Video Games
Video games have been around for decades and are available on a wide range of
platforms, including arcade systems, home consoles, handheld consoles, and mobile devices.
They are frequently at the cutting edge of computer technology (History.com, 2022) . A video
game, usually referred to as a computer game, is an electronic game that may be played using a
gamepad, keyboard, or joystick as an input method. Around 3.09 billion people play video
Although they didn't create video games first, Japan did generate and develop a lot of
video games. They accepted it wholeheartedly and with great enthusiasm. Additionally, the
nation developed software, hardware controllers, and even the culture of gaming. (Translation,
2022) Without Japan's contributions to the video game industry, according to Blake J. Harris,
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author of "Console Wars," "it would not be what it is today." This is true not only because of the
popularity of video games among players, but also because the music scores and game characters
Because of Japan's post-World War II economic boom and the development of trade ties,
particularly with the United States, a distinct socioeconomic environment led to the development
of the Japanese video game industry. The arcade, home console, and personal computer
businesses were formed through the existing well-established Japanese electronics and toy
companies. The application of these three sectors in the Japanese video game business is
therefore the focus of the analysis. Each has had a significant impact on how video games have
developed, not only in Japan but also in other countries and marketplaces. (Picard, 2013)
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CHAPTER 3
Presentation of Data
A popular argument concerning the Japanese video games industry as a whole is that they
are linked to the creation of a global and hybrid business. Indeed, the globalization of the video
game business, aided by Japanese firms’ advances into North America and Europe, is
undeniable. It contends that particular local developments of a video game industry and market
occurred in Japan, which have never been addressed in Western histories of games, which are
primarily interested in Japanese video games from a global viewpoint. This historical inquiry
first demonstrates that the Japanese video game business arose from a specific socioeconomic
setting as a result of Japan's postwar economic expansion and international trade links, mainly
6
Simply said, the most impactful video game of all time is Space Invaders. It is a Japanese
shooting video game that Taito published in 1978. One of the most significant video games of all
time, Space Invaders was an instant sensation. The heyday of arcade video games began as a
result. It has been ported and made available in a variety of ways, and it served as the inspiration
for a large number of video games and game creators across several genres (Hansen, 2016).
Miyamoto said that the video game business had been changed by Space Invaders (10 Questions
for Shigeru Miyamoto - TIME, 2007). Nishikado "laid the foundation for a whole generation" of
video games with the "animated characters, the story, this amazing crescendo of action and
climax," and that many games "still rely on the multiple player system," according to Alexander
Smith, who claimed that by allowing targets to attack the player and eliminating the timer,
Action games became the most popular genre in arcades and on consoles thanks to Space
Invaders (Whittaker, 2004). By 2008, Space Invaders was one of the most popular arcade
shooting games according to Guinness World Records (Glenday, 2008). IGN ranked it as the
eighth "classic shoot 'em up," calling it a "seminal arcade classic" (Buchanan, 2012). Shoot 'em
ups got their start thanks to Space Invaders. Due to its widespread success, there was a high
demand for a wide range of science fiction video games, which sparked the creation of arcade
games. One may argue that this effect extends to the majority of shooting video games now
available.
7
Pac-Man (arcade game by Namco) 1980
With more than 100,000 consoles sold in the United States alone, Pac-Man swiftly rose to
fame on a global scale, easily becoming the most popular arcade game in history. Pac-Man was
first made popular by the Japanese developer of arcade games Namco Limited in 1980. Iwatani
Tohru, the game's chief creator, wanted to make a game that did not prioritize violence. Pac-Man,
more than any other video game, had a bigger influence on popular culture thanks to its unique
design. On the best-seller lists in the United States, Pac-Man playing instructions first appeared.
Soon after, cartoon television programs, products, magazine articles, and innumerable Pac-Man
variations and ripoffs for all electronic gaming platforms appeared (Lowood, 2004).
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Family Computer (home console by Nintendo) 1983
The 8-bit home video game device known as the Nintendo Entertainment System (NES)
or Famicom was created and produced by Nintendo in 1983. By the end of 1984, it was the game
system with the most sales. Following a string of arcade game hits in the early 1980s, Nintendo
Famicom. Arcade games were developed and released for usage with Famicom. The system was
developed by Masayuki Uemura. To match its potent sprite and scrolling capabilities in a home
system, the technology for the console was primarily based on arcade video games, notably the
hardware for Namco's Galaxian (1979), Nintendo's Radar Scope (1980), and Donkey Kong
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Game Boy (portable console by Nintendo) 1989
It was the company's first specifically designed 8-bit portable device that could play a
wide variety of games using replaceable cartridges. The Game Boy was the most widely used of
the many portable systems that used ROM cartridges at the time. It had a 2.6" 4-shade LCD,
stereo sound through headphones, and interchangeable cartridges. The button layout was based
on that of the Nintendo Entertainment System controller. It used 4 AA batteries, but could also
The Game Boy was his most successful product of all time, selling 118.69 million copies
globally despite having the least spectacular technology compared to other platforms. Smart
marketing and a trusted brand helped the Game Boy become the most popular handheld platform
of its period (including all variations). The Game & Watch game series is said to have been
replaced by the Game Boy. Since there were no portable Tetris games at the time, Arakawa and a
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few other Nintendo of America employees traveled to Russia to try to strike a deal. A few
months later, the device was released. Three years later, the system sold 32 million copies, which
was 7 million more hardware units than anticipated. A record-breaking 60 million Game Boy
units had been sold by 1997, making it one of Nintendo's most lucrative creations ever.
Figure 5 · The original model (1994) with the PlayStation Controller and Memory Card
Sony Computer Entertainment created and markets the PlayStation home video game
console. It was released on 3 December 1994 in Japan, 9 September 1995 in North America, 29
September 1995 in Europe, and 15 November 1995 in Australia. The Sega Saturn and Nintendo
Due to its large selection of games, well-known brands, affordable retail pricing, and
strong youth marketing that positioned it as the console of choice for teenagers and adults, the
system quickly gained popularity. Numerous sequels were produced for popular PlayStation
properties including Gran Turismo, Crash Bandicoot, Tomb Raider, and Final Fantasy.
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Sony's ascent to dominance in the video gaming sector was heralded by the PlayStation.
It was well-received and had excellent sales; in less than ten years, it had shipped more than 100
million units, making it the first computer entertainment platform to do so. The introduction of
compact discs signaled the end of the cartridge era for the video game business (Sinclair, 2006).
Due to the PlayStation's popularity, a series of sequels followed, with the PlayStation 2 debuting
in 2000. Sony produced the PS One, a more compact and affordable device, in the same year.
Figure 6.2 · A black Nintendo 64 (right) and light gray Nintendo 64 controller
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A platform game that Nintendo created and released on the Nintendo 64. In 1996, it was
made available in Japan, North America, and PAL territories. It is the first Super Mario game to
incorporate 3D gameplay, fusing the classic series' gameplay, graphic aesthetic, and cast of
Thanks to promotional efforts and appearances at the 1996 E3 trade expo, Super Mario
64 was eagerly anticipated by fans and video game critics alike. It was well-received by critics,
who praised its ambition, graphics, and gameplay while criticizing the virtual camera technology
in some cases. With close to twelve million copies sold by 2015, it was the most popular
One of the best video games of all time is widely regarded as Super Mario 64. Its
dynamic camera system and 360-degree analog control established a new template for the genre,
much like Super Mario Bros. did for side-scrolling platform games, and several developers have
credited it as having influenced 3D platform games. In 2004, it was reworked as Super Mario 64
DS for the Nintendo DS, and it has subsequently been translated to various Nintendo gaming
platforms.
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Nintendo Switch (latest portable console by Nintendo) 2017
Figure 7.1 · A Nintendo Switch in "TV mode", with the Joy-Con attached to a grip and the main
unit docked
Figure 7.2 · A Nintendo Switch in "Handheld mode", with the Joy-Con attached to its sides
A hybrid video game system called the Nintendo Switch was created by Nintendo and
made available in the majority of countries on March 3, 2017. It is a hybrid console since the
console is really a tablet that can be docked to be used as a home console or carried around. Its
wireless Joy-Con controllers may be attached to either side of the console to facilitate portable
play. They have conventional buttons and directional analog sticks for user input, motion
detection, and tactile feedback. They may also function as a typical home console controller
when connected to a grip device, or they can be held in the hand like the Wii Remote and
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On October 20, 2016, Nintendo Switch was introduced. The idea for the Switch, which
was in development under the codename NX, was Nintendo's response to many quarters of
financial losses into 2014, which were ascribed to weak Wii U sales and market competition
from mobile games. Satoru Iwata, Nintendo's former president, encouraged the business to
develop cutting-edge hardware and mobile gaming. Multiple modes of usage on the Nintendo
Switch are intended to appeal to a wide range of video game gamers. In order to facilitate
programmers' work on the system and increase compatibility with current game engines,
Today, video games make up a $100 billion global industry and nearly two-thirds of
American homes are household members who play video games regularly, and it’s really no
wonder: Video games have been around for decades and span the gamut of platforms, from
In 1952, for instance, British professor A.S. Douglas created OXO, also known as
noughts and crosses or a tic-tac-toe, as part of his doctoral dissertation at the University of
Cambridge. And in 1958, William Higinbotham created Tennis for Two on a large analog
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computer and connected oscilloscope screen for the annual visitor’s day at the Brookhaven
In 1962, Steve Russell at the Massachusetts Institute of Technology invented Space war,
a computer-based space combat video game for the PDP-1 (Programmed Data Processor-1), then
a cutting-edge computer mostly found at universities. It was the first video game that could be
In 1967, developers at Sanders Associates, Inc., led by Ralph Baer, invented a prototype
multiplayer, multi-program video game system that could be played on a television. It was
known as “The Brown Box. who’s sometimes referred to as Father of Video Games, licensed his
device to Magnavox, which sold the system to consumers as the Odyssey, the first video game
home console, in 1972. Over the next few years, the primitive Odyssey console would
commercially fizzle and die out, one of the Odyssey’s 28 games was the inspiration for Atari’s
Pong, the first arcade video game, which the company released in 1972.
In 1975, Atari released a home version of Pong, which was as successful as its arcade
counterpart. Magnavox, along with Sanders Associates, would eventually sue Atari for copyright
infringement. Atari settled and became an Odyssey licensee; over the next 20 years, Magnavox
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went on to win more than $100 million in copyright lawsuits related to the Odyssey and its video
game patents.
In 1983, the North American video game industry experienced a major “crash” due to a
number of factors, including an oversaturated game console market, competition from computer
gaming, and a surplus of over-hyped, low-quality games, such as the infamous E.T., an Atari
game based on the eponymous movie and often considered the worst game ever created. Lasting
a couple of years, the crash led to the bankruptcy of several home computer and video game
console companies. The video game home industry began to recover in 1985 when the Nintendo
Entertainment System (NES), called Famicom in Japan, came to the United States. The NES had
improved 8-bit graphics, colors, sound and gameplay over previous consoles.
In 1989, Nintendo made waves again by popularizing handheld gaming with the release
of its 8-bit Game Boy video game device and the often-bundled game Tetris. Over the next 25
years, Nintendo would release a number of successful successors to the Game Boy, including the
Game Boy color in 1998, Nintendo DS in 2004, and Nintendo 3DS in 2011.
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The First Console War
In 1989, Sega released its 16-bit Genesis console in North America as a successor to its 1986
Sega Master System, which failed to adequately compete against the NES. With its technological
superiority to the NES, clever marketing, and the 1991 release of the Sonic the Hedgehog game,
the Genesis made significant headway against its older rival. In 1991, Nintendo released its
16-bit Super NES console in North America, launching the first real “console war.”
In 1995, Sega released in North America its Saturn system, the first 32-bit console that
played games on CDs rather than cartridges, five months ahead of schedule. This move was to
beat Sony’s first foray into video games, the Play station, which sold for $100 less than the
Saturn when it launched later that year. The following year, Nintendo released its cartridge-based
In 2005 and 2006, Microsoft’s Xbox 360, Sony’s Playstation 3, and Nintendo’s Wii kicked
off the modern age of high-definition gaming. Though the Playstation 3 — the only system at the
time to play Blu-rays—was successful in its own right, Sony, for the first time, faced stiff
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In 2011, Skylanders: Spyro’s Adventure brought video games into the physical world.
The game requires players to place plastic toy figures (sold separately) onto an accessory, which
reads the toys’ NFC tags to bring the characters into the game. The next few years would see
several sequels and other toy-video game hybrids, such as Disney Infinity, which features Disney
characters.
Through gaming forums and organizations, the internet enables people to create
communities that introduce far bigger populations to a wider range of video games.. People can
access gaming videos and play with different people from almost all over the world. For
example, a person from the United States of America can easily communicate with people from
Japan. It’s simpler than ever for people to communicate with others all across the world by using
The time when video games are entertaining with the audiences. Although, the video
game business continues to expand every year and doesn't appear to be slowing down. In
general, the three gaming platforms are consoles (e.g Nintendo switch, Sony Playstation 4, Xbox
One S, etc), PC, and mobile devices all earn almost equal amounts of money from the worldwide
Developers expand in both accessibility and scope every year and each year they make
new video games and upgrade. The gaming industry anticipates continued growth in the
upcoming years driven by the expansion of mobile games, virtual reality, and an increased usage
of artificial intelligence. A much more diversified consumer base will require game developers
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and publishers to be ready for it, and they should think about localizing their video gaming
content and offering assistance and moderating in many languages. (Heslop, 2020)
Development in Globalization
In the beginning, gaming occurred on non-internet connected devices such as Pong on the
Atari and a variety of games for the original Nintendo console. Game creation targeted a small
niche market, often designed for those close to the developers’ physical location.
The gaming business has been compelled by globalization to adjust to changing markets.
Global gaming popularity has forced businesses to take into account consumer networking
abilities, game content, and rapidly shifting market trends in order to remain competitive. Video
game playing has evolved into entertainment, competition, and a social networking platform in
practically every nation on earth, making gaming a billion-dollar industry today. Video games
have evolved and become more sophisticated as technology has advanced, with amazing
graphics, narratives, and gameplay to captivate players. Around $52 billion was spent on video
game software globally in 2012. The emerging markets now account for 47% of the market, up
from 12% just eight years ago, and they are expanding.
The increasing globalization of gaming is also a part of the general diversification of the
medium’s consumer base. Not only are games being played in more countries, but they’re also
being played by a larger variety of people than ever before. 58% of Americans aged 30-49 and
38% of Americans aged 50 and over play video games in some form.
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Today, however, everything has changed. Game creation today takes a global launch
approach, with producers releasing games in different languages to audiences all over the world
Figure 8
In this study, we see the chart above that every year there are over 2 billion gamers that
have been added. In 2014, above 1.8 Million gamers. In 2015, 1,9 Million. In 2020, 2.6 Million
gamers are active, and in 2021, we see that the number of people who play games has increased.
it's almost 3 Million people. This shows that Video games have become successful in terms of
Globalization. Apart from that, if the increasing number of gamers continues to grow a decade
from now Video games will become one of the highest-grossing entertainment in society.
Video games show that people have more in common even though they have been
brought up in different cultures. It brings individuals together as they get emotional connection
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with the game. Gaming enthusiasts form groups where they come together for the same
Television
Television programs based on video games were an early phenomenon. Pac-Man, Pole
Position, and Q*bert were among the animated programs that aired in the early 1980s. In the
later 1980s, shows such as The Super Mario Bros. Super Show! and The Legend of Zelda
promoted Nintendo games. In the 1990s, Pokémon, originally a game developed for the Nintendo
Game Boy, was turned into a television series, a card game, several movies, and even a musical
Film
The rise in film adaptations of video games accompanies the increased age of video game
users. In 1995, Mortal Kombat, a live-action movie based on the video game, grossed over $70
million at the box office, placing it 22nd in the rankings for that year (Box Office Mojo)..
Films based on video games are an increasingly common sight at the box office, such as
producer Jerry Bruckheimer’s Prince of Persia, or the recent sequel to Tron, based on the idea of
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Music
Video games have been accompanied by music ever since the days of the arcade. Video
game music was originally limited to computer beeps turned into theme songs. The design of the
Nintendo 64, Sega Saturn, and Sony PlayStation made it possible to use sampled audio on new
games, meaning songs played on physical instruments could be recorded and used on video
games.
Another phenomenon relating to music and video games involves musicians covering
video game music. A number of bands perform only video game covers in a variety of styles,
such as the popular Japanese group the Black Mages, which performs rock versions of Final
Fantasy music.
Video games can be used to help improve test scores, teach life and job skills, improve
brain function, and encourage physical exercise. Because video game addiction can negatively
Positive
According to Tubokon (2023), video game players are more intellectually flexible than
non-players, meaning they can transfer from one job to another more easily. This talent is crucial
in a technologically reliant world where different tasks can be performed on a single device, like
a computer or smartphone.
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Video games can also help players to have concentration skills. Playing games allows
them to learn how to concentrate, and we could apply it in our daily lives. A study published in
the journal Current Biology found that playing video games can improve the speed and accuracy
of reading in dyslexic children. Additionally, during action video game training, spatial and
temporal attention also improved. An increase in attentional capacity can directly transfer into
greater reading skills. One hour of gaming, according to another study, may enhance visual
selective attention, which is the term used by scientists to describe the brain's capacity to
Video gamers outperform non-players on tests of memory and impulse control, according
to research from the University of Vermont conducted on more than 2000 kids between the ages
of 9 and 10 and published in 2022. Due to changes in brain activity, players who play frequently
show noticeable gains in their reaction times, impulse control, and working memory. Gamers are
also more adept in implicit temporal processing, which is a natural and unconsciously occurring
process of processing time and getting ready to respond in a timely manner based on predictions
of how a scenario would develop. Video games can also gain players' confidence, more often
even those who are introverted can socialize with people they meet in online games they are
playing.
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Negative
According to a study, smart social video games can cause disorders such as depression,
mood swings, social anxiety, and loss of interest in other activities. When a gamer cannot
moderate their time in playing video games, it become addiction (Smart social, 2022)
According to Adair (n.d), when you spend several hours playing video games nonstop,
you neglect to eat, drink, and maintain a healthy lifestyle. Your body won't be able to operate
Some players lose interest in their academic performance. They often prefer playing
video games rather than focusing on school activities that affect their grades in school. Some of
them affect their emotional intelligence. (Global Child Prodigy Awards, 2021).
Children who play violent video games have higher levels of stress, according to a study
on the tension that these games produce. It might be because the body has the capacity to "fight
or flight" in stressful situations, like a shooting game. The stress on the gamer's body and psyche
is caused by the fact that they don't "fight or escape," but rather sit in their chair for hours at a
time. (2020)
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Overindulging in video games may also have an impact on essential aspects of a child's
life, such as friendships and academic performance. Additionally, children who play violent
Video game playing has an impact on kids' sociability. Children don't have enough time
to interact with their parents and friends because they spend so much of their time playing video
games. The activity encourages teenagers to engage in antisocial activities .(Bryant, 2006)
Today, games are increasingly produced and enjoyed by a growing population all over the
globe. This globalization of the gaming industry has important implications for companies,
Video games have slowly begun to ingratiate themselves into the contemporary
environment. The majority of people engage in some form of video game gaming, whether it be
on an Xbox, PlayStation, or even on mobile devices. Although others claim otherwise, video
games have traditionally been considered forms of visual entertainment. The main purpose of
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Video games have evolved from merely being entertainment as they have grown in
popularity. Every argument has at least two sides to the position it is taking. In this situation, one
side contends that playing video games has benefits for players, while the other contends that
doing so has drawbacks. As a result, players of such video games that permit actions that are
illegal in real life are free to experiment with various identities within their avatars. For instance,
there are relationships between personality and conduct in World of Warcraft. You can create an
You can chat with other players in this online game while you play and work for the same
objective as them. Online communication allows for ongoing interaction between players.
Players still interact in a way that is beneficial for their behavior and personalities even though
Gaming is nothing new. With the evolution of the gaming business, culture and society
have altered as well. There are currently several platforms where one can play games for free or
for real money. Through the international player meetings that occur in online gaming, cultural
linkages have even been cultivated. The upcoming game is keenly anticipated by players today.
Games are affecting our life and the society we live in without us even realizing it.
According to studies, video games can be a positive influence on society. It serves as a means of
interacting and uniting individuals. You will only see the plot when reading adventure books or
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watching action movies. Games add a new depth to these kinds of storytelling by letting you
influence the characters and plot elements. Through the gameplay, it fosters a deeper
involvement with the story. You have the option to perform actions that will change how the age
turns out. It can rate how well you perform and provide scores.
CHAPTER 4
Conclusion
Based on this study, Japan's contribution to the influence and development of video
games has a great contribution to society. The impact of the Video game industry on our world
has changed the way that many other forms of media, from music to film, are produced and
consumed.
Video games have benefits that might help you with tasks that you do every day, but they
might also be applicable for jobs where you require a great deal of attention and concentration,
such as working as a surgeon, driver, or programmer. But the amount of time spent in gaming
may lead to a lot of problems such as depression, mood swings, social anxiety, and loss of
interest in other activities. When a gamer cannot moderate their time in playing video games, it
become addiction
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Recommendation
Japan plays an important role in the Video Games industry therefore we recommend to
appreciate the importance of this country. This industry has touched many aspects of life around
the world.
Video gamers need to ensure that gaming is not isolating them and having a negative
impact on their social skills or the quality of their relationships with their peers and parents. They
also need to remember that social interactions and having friends and family around them is
important as they can offer essential support, guidance and companionship in times of need.
Therefore Gamers should learn to keep their gaming time under control
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Appendix
https://web.archive.org/web/20040902162808im_/http://archive.gamespy.com/legacy/hall
offame/hof-spaceinvaders/spaceinvaders3.gif
http://www.arcadeflyers.com/flyers_video//midway/png/29170001.png
https://upload.wikimedia.org/wikipedia/commons/0/06/Nintendo-Famicom-Console-Set-
FL.jpg
https://upload.wikimedia.org/wikipedia/commons/f/f4/Game-Boy-FL.jpg
Figure 5 · The original model (1994) with the PlayStation Controller and Memory Card -
https://upload.wikimedia.org/wikipedia/commons/6/60/PlayStation-SCPH-1000-with-Co
ntroller.jpg
https://www.pidgi.net/wiki/images/thumb/3/30/Box_NA_-_Super_Mario_64.jpg/1200px-
Box_NA_-_Super_Mario_64.jpg
36
Figure 6.2 · A black Nintendo 64 (right) and light gray Nintendo 64 controller -
https://upload.wikimedia.org/wikipedia/commons/1/11/N64-Console-Set.jpg
Figure 7.1 · A Nintendo Switch in "TV mode", with the Joy-Con attached to a grip and the main
unit docked -
https://upload.wikimedia.org/wikipedia/commons/7/76/Nintendo-Switch-Console-Docke
d-wJoyConRB.jpg
Figure 7.2 · A Nintendo Switch in "Handheld mode", with the Joy-Con attached to its sides -
https://upload.wikimedia.org/wikipedia/commons/8/88/Nintendo-Switch-wJoyCons-BlR
d-Standing-FL.jpg
Figure 8 · Numbers of Video Gamers Worldwide - Eden, M. (2020, March 23). Video Game
https://meliorgames.com/game-development/video-game-marketing-four-powerful-strate
gies/
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