This popular form of media has both positive and negative effects on children. The most widely acknowledged "positive" impact is that video games may help children improve their manual dexterity and computer literacy. Ever-improving technology also provides players with better graphics that give a more "realistic" virtual playing experience. This quality makes the video game industry a powerful force in many adolescent lives.
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You're Good to Go! Collapse When the Project Phoenix Kickstarter launched back init was described as the first of its kind. A Japanese indie role-playing game being developed by a team consisting of triple-A talent, Project Phoenix results from a cohesive effort that balances "Western functionality with Japanese aesthetics.
Initially scheduled for a launch in mid, the game has since been delayed for a June release. Yura is currently based in Tokyo, where he is involved in the development of several upcoming role-playing games from Japanese studios.
I sat down with Yura at Smash to discuss the current state of the game industry in Japan, and the challenges faced in developing Project Phoenix. You have a unique perspective growing up in Australia, and are experienced with the gaming industry in Japan.
What do you think of the current state of the Japanese game industry? Well, you know what's happening in the gaming industry in Japan?
Breath of Fire 6 was first released for Android devices.
And mobile is not very happy with large data content on the market, because nobody is going to download it. Because it's mobile there are more light users, they're not heavy users, or freaks who just want to play all day.
Therefore the game system has to be dumbed down, because that brings much more money and that has less development cost. I think companies are going towards that route, whereas what us gamers want is more in-depth, proper JRPGs.
Games like Breath of Fire going to mobile, or Kingdom Hearts which is doing both. It depends on the company. Do you think that's a good thing for the industry? It's a good thing for the business of the industry, but not so good for the hardcore gamers who want hardcore JRPGs.
But there are always going to be people who want hardcore stuff, and there will always be somebody who's going to make it, like us.
Keiji Inafune spoke to GameSpot earlier this year about the Japanese game industry's culture of fear. Do you agree with his sentiments? I agree with what Keiji-san said.
Keiji is my friend, our offices are very close, and I talk to him about a lot of stuff. I don't believe he truly understands the Western industry.
I think he understands the Japanese industry. Whereas I've worked for a few months with Blizzard Entertainment, I've also worked on Halo, I've worked with a lot of developers in the West. I've also worked in Japan.
I wouldn't say I know it all, but I've got a good feel for both of the industries. In Japan, to be blunt, the programming side has taken a hit. Firstly, Japan doesn't share information.
That's the first problem.
For example, recently a sharp review of what Konami does was [revealed by media]. Things like hiding people's emails, and changing them every year.
But we all knew this, that's been going on for ages in the company. Ever since emails were invented. Other companies may take measures so that people don't leave, but not as much as Konami.
They just boast about what they've done, not the challenges they've overcome, the secrets they've learned. They don't want to be overtaken by their competitors. No, it's not strange. Because Japan was the only country to have a gaming industry back in 80s.
For example, the US industry thinks of themselves as an international industry, which I think is the right way of thinking. But Japan still thinks of itself really as the only people who make video games, which is not true.Industry background The video game industry (formally referred to as interactive entertainment) is the economic sector involved with the development, marketing and sale of video and computer games.
It includes video game consoles, game software, handheld devices, mobile games and online games. The Microeconomics of the Video Game Industry Essays: Over , The Microeconomics of the Video Game Industry Essays, The Microeconomics of the Video Game Industry Term Papers, The Microeconomics of the Video Game Industry Research Paper, Book Reports.
ESSAYS, term and research papers available for UNLIMITED access. If you are a parent in this era of information and technology, chances are you have a child who has played, is playing, or will be playing video games. The video game industry is a rapid-growing market that went from having a market volume of $ million in to $4 billion in (Gartner, The Effects of Video Games Essay.
The Effects of Video Games Video games and its effects on adolescents and responsibility of parents is a topic that is widely debated whether it’s the parent’s responsibility or the game industry should be regulated. This is the video games industry’s first service that measures consumers’ video game acquisition habits in all forms, across all platforms.
This ongoing study is the only source for a complete view of how retail, digital, free gaming, and piracy factor into games acquisition. The theme for this year’s Games Mojo essay contest is ‘The role of video games in my life’. Googling “Gaming Industry,” for example, reveals a lot of interesting recent headlines and opinions about it’s role.