Research Article

A STUDY ON DAILY GAME USE BY JAPANESE PEOPLE

Volume: 4 Number: 1 June 30, 2024
EN TR

A STUDY ON DAILY GAME USE BY JAPANESE PEOPLE

Abstract

In Japan, the size of the domestic game market exceeded 2 trillion yen in both 2020 and 2021. The gaming population in Japan is said to be 55.35 million, or about half of the total population, and it can be pointed out that the use of games in Japan is becoming very active. In order to clarify the question of why games have become so actively used in Japan, the following three research questions were set and examined. (1) How did games spread in Japan? (2) What do Japanese people want from games? (3) What kind of presence will games have for the Japanese in the future? In research question 1), the discussion centered on a survey of the history of games in Japan. As a result, I pointed out that technological innovation has brought games into a more familiar space for users and made it easier for them to play games. Research question (2) investigated game users' preferences and the causes of their disengagement from game playing. While individual preferences differ from person to person, it was pointed out that the presence or absence of an active community related to a game is a factor in the longevity of support for a particular game. In other words, users have come to expect not only game content but also connections with others from games. In research question (3), I combined games with various topics, such as educational use of games, lifestyle-related applications, use of online services, and the declining birthrate and aging population, and discussed how games should be used in the future. Through these discussions, we will clarify how games have gained popularity in Japan and how they will be treated in the future.

Keywords

References

  1. Aida, M. Hirakawa, S. Ihori,N. and Sakamoto, A.(2009) Kyōikuteki Trebi Gēmu-no Naiyō Bunseki― chekku Risuto-no Sakusei-to Genjō Oyobi Mondaiten-no Haaku―(「教育的テレビゲームの内容分析―チェックリストの作成と現状および問題点の把握―」), Journal of Digital Games Research Vol.3 No.1 , P13-25.
  2. Endoh, M. and Mikami, K. (2020) " Survey analysis on reasons for dropout from continuous gameplay- Hints to prevent loss of replay motivation - ", Journal of Digital Games Research Vol.13 No.2, P13-22.
  3. Horiuchi, Y. Tajima, S. Suzuki, K. Shibuya, A. and Sakamoto, A.(2016) Terebi Gēmu Riyō-ni Yoru Kōgekisei・ Kihan Ishiki-eno Eikyō―Chūgakusei-no Jūdan Chōsa-ni Taisuru Rēteingu Kubun Goto-no Bunseki―(「テレビゲーム利用による攻撃性・規範意識への影響―中学生の縦断調査データに対するレーティング区分ごとの分析―」). Journal of Digital Games Research Vol.9 No.1, P13-24.
  4. Kamakura,T. Tomiyasu,S. Baba,A.(2009)MMORPG-o Mochiita Rekishijugyō-no Kyōikukōka Ni Tsuite―Kōgyō Kōtō Senmon Gakkō-ni Okeru Jikken-no Kekka Hōkoku―(「MMORPGを用いた歴史授業の教育効果について―工業高等専門学校における実験の結果報告―」). Journal of Digital Games Research Vol.3 No.1, P1-12.
  5. Kawasaki, Y. (2015) " The role of a Japanese café where video game machine was introduced -A new form of urban entertainment in the form of Arcade video games- ", Journal of Digital Games Research Vol.7 No.2, P1-12.
  6. Kobayashi, N. (2017). Bideogēmu Sangyō-to Sono Kibangijutsu (「ビデオゲーム産業とその基盤技術」). CUC view & vision, 43, P21-30.
  7. Komago, Y. (2019) "Practice of Information Ethics Education Focusing on the Appropriate Use of Video Games- Analysis of Teaching Materials and Learning Effects Developed by Students in Teacher Training Courses -", Journal of Digital Games Research Vol.12 No.1, P31-35
  8. Komago, Y. (2023) "Classroom Practice and Evaluation of "Media and Culture" Using Video Games as a Subject ", REPLAYING JAPAN 5, P149-159

Details

Primary Language

English

Subjects

World Languages, Literature and Culture (Other)

Journal Section

Research Article

Publication Date

June 30, 2024

Submission Date

March 22, 2024

Acceptance Date

June 25, 2024

Published in Issue

Year 2024 Volume: 4 Number: 1

APA
Okada, K. (2024). A STUDY ON DAILY GAME USE BY JAPANESE PEOPLE. World Language Studies, 4(1), 1-34. https://izlik.org/JA75GF68RL
AMA
1.Okada K. A STUDY ON DAILY GAME USE BY JAPANESE PEOPLE. World Language Studies. 2024;4(1):1-34. https://izlik.org/JA75GF68RL
Chicago
Okada, Kazuki. 2024. “A STUDY ON DAILY GAME USE BY JAPANESE PEOPLE”. World Language Studies 4 (1): 1-34. https://izlik.org/JA75GF68RL.
EndNote
Okada K (June 1, 2024) A STUDY ON DAILY GAME USE BY JAPANESE PEOPLE. World Language Studies 4 1 1–34.
IEEE
[1]K. Okada, “A STUDY ON DAILY GAME USE BY JAPANESE PEOPLE”, World Language Studies, vol. 4, no. 1, pp. 1–34, June 2024, [Online]. Available: https://izlik.org/JA75GF68RL
ISNAD
Okada, Kazuki. “A STUDY ON DAILY GAME USE BY JAPANESE PEOPLE”. World Language Studies 4/1 (June 1, 2024): 1-34. https://izlik.org/JA75GF68RL.
JAMA
1.Okada K. A STUDY ON DAILY GAME USE BY JAPANESE PEOPLE. World Language Studies. 2024;4:1–34.
MLA
Okada, Kazuki. “A STUDY ON DAILY GAME USE BY JAPANESE PEOPLE”. World Language Studies, vol. 4, no. 1, June 2024, pp. 1-34, https://izlik.org/JA75GF68RL.
Vancouver
1.Kazuki Okada. A STUDY ON DAILY GAME USE BY JAPANESE PEOPLE. World Language Studies [Internet]. 2024 Jun. 1;4(1):1-34. Available from: https://izlik.org/JA75GF68RL