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THE CONTEMPORARY WORLD

TASK PERFORMANCE

The Development and Influences of

Globalization throughout the Video Games in Japan

BMMA 103

Group 07

Leader:

Reyes, Phil Wesley R.

Members:

1. Bobis, Daniel A.

2. Maco, Edilberto Jr. D

3. Medina, Gabrielle Anne

4. Ovilla, James Patrick

5. Sebanes, Frances Faith

Bb. Mylene G. Capati

January 2023
Table of Contents

Chapter 1 : Introduction ………………………………………………………………………......1

Chapter 2 : Definition of Terms ………………………………………………………………......3

Chapter 3 : Presentation of Data ……………………………………………………………....….6

History of Video games …………………………………………………………............15

Video Games and Globalization…………………………………………………………19

Development of Globalization …………………………………………………………..20

Influence of Japanese Video Games in Globalization …………………………………..21

Positive and Negative Effects of Video games ………………………………………….23

Video Games in the Contemporary World ………………………………………………25

Chapter 4 : Conclusion and Recommendation …………………………………………………..28

References ……………………………………………………………………………………….30

Appendix…………………………………………………………………………………………36

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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

developers use a worldwide launch strategy, releasing games simultaneously to audiences

throughout the world in a variety of languages. (Heslop, 2020)

According to a study by Kinephanos, 2015. Outside of Japan, there is little information

on the history of Japanese video games. Writings in English frequently concentrate only on the

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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

to preserve this legacy now.

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

and Video games.

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CHAPTER 2

Definition of Terms

Development

Development began as help, a manifestation of the contemporary concern with "caring"

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

a barrier to social transformation. (Estava, 2010)

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

Aside from such general definitions as "increasing global" "interconnectedness," "the

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

and supported by information technology. The environment, culture, political structures,

economic growth and prosperity, and physical health of people all around the world are all

impacted by this process

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

games regularly globally. (Howarths, 2023)

Japanese Video Games

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

entered daily conversations around the world.

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

The Development of Video Games in Japan

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

with the United States (Picard, 2013).

Space Invaders (arcade game by Taito) 1978

Figure 1 · Space Invaders- Gameplay

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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,

Nishikado "created a new paradigm in video games (Kohler, 2013).

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.

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Pac-Man (arcade game by Namco) 1980

Figure 2 · Pac-Man - North American sales flyers

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

Figure 3 · Family Computer ("Famicom") main unit (with hardwired controllers)

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

established plans to produce a cartridge-based platform known as the Family Computer, or

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

(1981). (Roots, 2016)

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Game Boy (portable console by Nintendo) 1989

Figure 4 · An original Game Boy

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

be used with an AC Adapter to power the system from a wall socket.

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.

Sony PlayStation (home console by Sony) 1994

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

64 were the PlayStation's main rivals as a fifth-generation platform.

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.

Super Mario 64 (game for Nintendo 64) 1996

Figure 6.1 · Super Mario 64 - North American cover art

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

characters with an expansive open world.

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

Nintendo 64 game. 2013 McWhertor

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

Nunchuk to facilitate local multiplayer scenarios.

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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,

Nintendo chose to employ more commonplace technological components, such as a processor

based on Nvidia's Tegra series.

History of Video Games

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

arcade systems, to home consoles, to handheld consoles and mobile devices.

The Early Days

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

National Laboratory in Upton, New York

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

played on multiple computer installations.

Dawn of the Home Console

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.

The Video Game Crash

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.”

The Rise of 3D Gaming

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

64-bit system, the Nintendo 64.

Modern Age of Gaming

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

competition from its rivals.

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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.

Video Games and Globalization

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

websites such as subreddits, messaging boards, twitch and many more.

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

gaming market revenue. (Sherry, 2020)

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

at the same time.

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.

Influence of in Japanese Video Games in Globalization

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

objective; to have fun and adventure.

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

(Internet Movie Database).

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

a virtual gaming arena.

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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.

Positive and Negative Effects of Video Games

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

impact social and physical health.

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

concentrate while simultaneously ignoring irrelevant information.

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

properly without the right nutrients and fluids.

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 games may behave more violently.

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)

Video Games in the Contemporary World

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,

gamers, and developers.

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

creating video games is to provide amusement to the player.

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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

avatar in World of Warcraft that engages in many activities.

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

they are not face to face when they communicate.

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 and Recommendation

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

28
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

29
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35
Appendix

Figure 1 · Space Invaders- Gameplay -

https://web.archive.org/web/20040902162808im_/http://archive.gamespy.com/legacy/hall

offame/hof-spaceinvaders/spaceinvaders3.gif

Figure 2 · Pac-Man - North American sales flyers -

http://www.arcadeflyers.com/flyers_video//midway/png/29170001.png

Figure 3 · Family Computer ("Famicom") main unit (with hardwired controllers) -

https://upload.wikimedia.org/wikipedia/commons/0/06/Nintendo-Famicom-Console-Set-

FL.jpg

Figure 4 · An original Game Boy -

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

Figure 6.1 · Super Mario 64 - North American cover art -

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

Marketing: Four Powerful Strategies. Melior Games.

https://meliorgames.com/game-development/video-game-marketing-four-powerful-strate

gies/

37

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