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After an historical overview of each of these sectors, the author concludes with some key consequences of the contribution of the Japanese video game industry on the industry as a whole. Keywords: Japan, history, industry, arcade, home console, PC, Geemu A common discourse about Japanese video games and the contribution of Japan to the video game industry as a whole is to tie them to the development of a global and hybrid industry. […] 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 formation of the Japanese video game industry is strongly tied to the specific socioeconomic situation of Japan after World War II. 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. In the first fifteen years of the development of the video game industry in Japan (from 1973 to the late 1980s), we can witness the formation and the emergence of main features of geemu. Japanese video games, or geemu[4], are not linked to an ‘essence’ of any kinds (national, mediatic, etc.), but to a market, or rather to -- admittedly unstable and fluctuating -- markets[5].

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