Araştırma Makalesi

A STUDY ON DAILY GAME USE BY JAPANESE PEOPLE

Cilt: 4 Sayı: 1 30 Haziran 2024
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A STUDY ON DAILY GAME USE BY JAPANESE PEOPLE

Öz

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.

Anahtar Kelimeler

Kaynakça

  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.
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  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.
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Ayrıntılar

Birincil Dil

İngilizce

Konular

Dünya Dilleri, Edebiyatı ve Kültürü (Diğer)

Bölüm

Araştırma Makalesi

Yayımlanma Tarihi

30 Haziran 2024

Gönderilme Tarihi

22 Mart 2024

Kabul Tarihi

25 Haziran 2024

Yayımlandığı Sayı

Yıl 2024 Cilt: 4 Sayı: 1

Kaynak Göster

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. WLS. 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 (01 Haziran 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”, WLS, c. 4, sy 1, ss. 1–34, Haz. 2024, [çevrimiçi]. Erişim adresi: https://izlik.org/JA75GF68RL
ISNAD
Okada, Kazuki. “A STUDY ON DAILY GAME USE BY JAPANESE PEOPLE”. World Language Studies 4/1 (01 Haziran 2024): 1-34. https://izlik.org/JA75GF68RL.
JAMA
1.Okada K. A STUDY ON DAILY GAME USE BY JAPANESE PEOPLE. WLS. 2024;4:1–34.
MLA
Okada, Kazuki. “A STUDY ON DAILY GAME USE BY JAPANESE PEOPLE”. World Language Studies, c. 4, sy 1, Haziran 2024, ss. 1-34, https://izlik.org/JA75GF68RL.
Vancouver
1.Kazuki Okada. A STUDY ON DAILY GAME USE BY JAPANESE PEOPLE. WLS [Internet]. 01 Haziran 2024;4(1):1-34. Erişim adresi: https://izlik.org/JA75GF68RL

World Language Studies