Japanese dating games
It argues that specific local developments of a video game industry and market took place in Japan, which has never been addressed in Western histories of games, mainly interested in Japanese video games through a global perspective. This historical investigation shows first that the Japanese video game industry developed from a specific socioeconomic context, which resulted from Japan's economic growth after the World War II and international trade relations that were established primarily with the United States. […] Japan's video-game industry emerged out of corporate sponsorships in arcades, toys and consumer electronics industries and drew skills from the comic book and animated-film sectors… After an historical overview of each of these sectors, I will conclude with some major consequences of the contribution of the Japanese video game industry on the global level. If, as stated by Kline et al., “[t]he invention of the video game could not have taken place without … The Japanese video game industry is one of those industries in Japan that was imported from the United States during the twentieth century, but that was able to somehow “improve” the model. The formation of the Japanese video game industry is strongly tied to the specific socioeconomic situation of Japan after World War II.
86), the emergence of a video game industry in Japan has developed in a different context.
Similar to the work of Marc Steinberg on the anime’s media mix (Steinberg, 2012), we must examine the economic and material conditions of the video game industry in Japanese territory to better understand the evolution of video games globally, locally and everything in between.
In this sense, the emergence of the video game industry in Japan is a “development that is informed by a unique set of historical and material circumstances” (Steinberg, 2012, p.
Some major industrial sectors took part in the birth of the game industry, from amusement and consumer electronics industries to toy and television manufacturers.
The Japanese video game industry was not supported by the military-academic complex, or even initiated by start-ups, but rather developed from the outset by entertainment corporations and import/export businesses that were already well established in the consumptive post-war Japan.