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An analysis of a suppression factor
in game self-production in Japanin game self production in Japan
-from the view of “non-economic”
rewards in game creation activities
Nobushige Hichibe
Yuhsuke KoyamaYuhsuke Koyama
Backgrounda g
Making a game title for a console game machine
often costs a lot, game makers tend to imitate past
popular titles as they can expect certain sales
beforehand.
This strategy, however, could inhibit game creators from
challenging new and innovative ideas.
Nevertheless, the game industry always needs
fresh titles that can attract users who are fed up
with the flood of similar games.
Therefore, it is important to cast an eye on the role of
game self-production, which brings new talent, work and
expression to the game industry.
Purposesp
This paper, focusing on game self-production field
i J i it h t i ti d thin Japan, examines its characteristics and the
factors in further expansion.
In particular, this paper considers the motivation
behind game creation.
Creators of self-produced games gain mainly non-
economic rewards such as the enjoyment of game
ti it lf i t ti ith th d iticreation itself, interaction with others, and recognition
from their peers.
Overview of this paperOverview of this paper
1) Ecology of creation of self-produced games
2) M ti ti f t d i i f t f ti2) Motivation of creators, and missing factors for creation
3) Suggestion of solution of their motivation
Data Sourcea a S
Internet Survey
To understand creators of self-produced game
Quantitative Survey of Comic MarketQuantitative Survey of Comic Market
To understand creators distributing activities of
self produced game at Comic Market in 2010self-produced game at Comic Market in 2010
Interview Survey
To understand ecology of self-produced game
Dynamic game (DG) creators; 39 people, 25 circlesDynamic game (DG) creators; 39 people, 25 circles
Static game (SG) creators; 37 people, 28 circles
– Static games are game which have less decision makingg g g
opportunity by players compared to DG, such as adventure
game and novel game.
Self-Produced GameS Ga
Characteristic and volume of Creators
Web Survey Result
Game production experience rate: 13%
Manga 14%, Novel: 23%, Video: 14%
produce regularly: 1.3%
– Manga: 2.6%, Novel: 4.7%g
To whom or where do creators distribute?
family or friend: 40% not distribute: 40% event 10%family or friend: 40%, not distribute: 40%, event 10%
Comiket Survey Result
P t f t tPercentage of game creators among creators
participating comic market: 3%
Manga: 66%, Novel: 25%
Motivations of self-productiona p
Four Motivations
non-economic rewards
the enjoyment of game creation itselfj y g
interaction with others
recognition from their peers (reputation)g p ( p )
economic reward: money
Main motivation: non economic rewardsMain motivation: non-economic rewards
annual balance: creators of 70% show a loss
Interaction with othersa
0  20  40  60  80  100 
19  50  17  10  2 2 挨拶
47  49  3 1 0 0 制作で交流
35  51  9  3 1 1 制作外で交流
Q tit ti S f C i M k t
0人 1~5人 6~10人 11~20人 21~30人 31人以上
Quantitative Survey of Comic Market
Those who don’t interact with other group: 15%
Those who don’t interact with others: 4%
Reputationp a
67 
54
30 
36
3 
6
1 
3
0  10  20  30  40  50  60  70  80  90  100 
人に見てもらえるのが嬉しい
お祭りの雰囲気が好き 54 
45 
44 
36 
41 
38 
6 
11 
11 
3 
2 
8 
お祭りの雰囲気が好き
多様性が許容されている
友人・知人に会える
39 
33 
40 
46 
17 
18 
5 
3 
作品を多く頒布できる
ファンや友人が増やせる
19  33  29  19 限定の作品・グッズが買える
強くそう思う どちらかというとそう思う どちらかというとそう思わない 全く思わない
recognition from their peers: 67%g p
Problem: lack of non-economic rewards
There would be many potential gameThere would be many potential game
creators in Japan.
B t th f h li hBut, there are few who can accomplish
creating game, produce regularly and
distribute at event, compared to other
creative activities such as drawing mangacreative activities such as drawing manga
or composing songs.
Problem: lack of non-economic rewards
1) lack of the enjoyment of game creation
To create game, people need a lot of members
and times. So, they tend to fail to accomplish
creating it.
Failing to accomplish means failing to get theg p g g
enjoyment of accomplishment and motivation for
new creation.
2) lack of interaction and reputation
Th ’t di t ib t f th ’t k itThey can’t distribute game, for they can’t make it.
They can’t distribute many games, for they need
a lot of time to create and publish them.
There are few event and shop for distribution.
The number of members (Comiket Survey)
0% 20% 40% 60% 80% 100%
26  26  16  8  18  4  2 
0% 0% 0% 60% 80% 00%
DG
40  22  16  9  11  1 1 SG
70  21  6  2 2 0 0 Manga
27  22  17  12  19  2 1 Music
1人 2人 3人 4人 5~10人 11~20人 21人以上
The number of creating members
1人 2人 3人 4人 5 10人 11 20人 21人以上
e u be o c ea g e be s
dynamic game>music>static game>manga
The number of publishing in 2009
(Comiket Survey)(Comiket Survey)
0% 20% 40% 60% 80% 100%
21  23  24  24  6  1 0 DG
22  27  21  23  5  1 1 SG
10  12  18  38  17  3 1 Manga
16  17  20  37  7  2 1 Music
Percentage of circle distribute one or less:
0点 1点 2点 3~5点 6~10点 11~15点 16点以上
Percentage of circle distribute one or less:
manga: 22%, music: 33%, DG: 45%, SG: 49%
Participating events (Comiket Survey)p g ( y)
0% 20% 40% 60% 80% 100%
51  26  9  14 
0% 20% 40% 60% 80% 100%
DG
63  12  7  18 SG
23 
33
30 
32
19 
17
28 
18
Manga
Music 33  32  17  18 Music
コミケ以外の即売会に不参加 コミケ>他の即売会
コミケ≒他の即売会 コミケ<他の即売会
Interaction (Greeting)
(Comiket Survey)(Comiket Survey)
0% 20% 40% 60% 80% 100%
18  50  17  10  2 2 
0% 20% 40% 60% 80% 100%
DG
20  50  17  10  3 1 SG
10  45  24  13  4  3 Manga
9  43  22  12  7  7 Music
0人 1~5人 6~10人 11~20人 21~30人 31人以上
SuggestionS gg
Voluntary efforts of creators
E t b t tEncouragement between creators
Voluntary meeting to interact
Support from industry and intermediate group
To teach how to make gamesTo teach how to make games
Holding of study session
Teaching how to manage developmentTeaching how to manage development
To provide chance of getting interaction and
t ti (I i di t ib ti h l )reputation (Increasing distributing channels)
Holding event for game distribution, or event of playing
i th kgame in the works
Increasing creators and players of self-produced game
Thank Youa
Nobushige Hichibe
Foundation for MultiMedia Communications
natsunokumo2008@gmail.com
Y h k KYuhsuke Koyama
Shibaura Institute of Technology
yuhsukek@gmail.com

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An analysis of a suppression factor in game self-production in Japan -from the view of “non-economic” rewards in game creation activities

  • 1. http://www.***.net An analysis of a suppression factor in game self-production in Japanin game self production in Japan -from the view of “non-economic” rewards in game creation activities Nobushige Hichibe Yuhsuke KoyamaYuhsuke Koyama
  • 2. Backgrounda g Making a game title for a console game machine often costs a lot, game makers tend to imitate past popular titles as they can expect certain sales beforehand. This strategy, however, could inhibit game creators from challenging new and innovative ideas. Nevertheless, the game industry always needs fresh titles that can attract users who are fed up with the flood of similar games. Therefore, it is important to cast an eye on the role of game self-production, which brings new talent, work and expression to the game industry.
  • 3. Purposesp This paper, focusing on game self-production field i J i it h t i ti d thin Japan, examines its characteristics and the factors in further expansion. In particular, this paper considers the motivation behind game creation. Creators of self-produced games gain mainly non- economic rewards such as the enjoyment of game ti it lf i t ti ith th d iticreation itself, interaction with others, and recognition from their peers. Overview of this paperOverview of this paper 1) Ecology of creation of self-produced games 2) M ti ti f t d i i f t f ti2) Motivation of creators, and missing factors for creation 3) Suggestion of solution of their motivation
  • 4. Data Sourcea a S Internet Survey To understand creators of self-produced game Quantitative Survey of Comic MarketQuantitative Survey of Comic Market To understand creators distributing activities of self produced game at Comic Market in 2010self-produced game at Comic Market in 2010 Interview Survey To understand ecology of self-produced game Dynamic game (DG) creators; 39 people, 25 circlesDynamic game (DG) creators; 39 people, 25 circles Static game (SG) creators; 37 people, 28 circles – Static games are game which have less decision makingg g g opportunity by players compared to DG, such as adventure game and novel game.
  • 6.
  • 7.
  • 8. Characteristic and volume of Creators Web Survey Result Game production experience rate: 13% Manga 14%, Novel: 23%, Video: 14% produce regularly: 1.3% – Manga: 2.6%, Novel: 4.7%g To whom or where do creators distribute? family or friend: 40% not distribute: 40% event 10%family or friend: 40%, not distribute: 40%, event 10% Comiket Survey Result P t f t tPercentage of game creators among creators participating comic market: 3% Manga: 66%, Novel: 25%
  • 9. Motivations of self-productiona p Four Motivations non-economic rewards the enjoyment of game creation itselfj y g interaction with others recognition from their peers (reputation)g p ( p ) economic reward: money Main motivation: non economic rewardsMain motivation: non-economic rewards annual balance: creators of 70% show a loss
  • 10. Interaction with othersa 0  20  40  60  80  100  19  50  17  10  2 2 挨拶 47  49  3 1 0 0 制作で交流 35  51  9  3 1 1 制作外で交流 Q tit ti S f C i M k t 0人 1~5人 6~10人 11~20人 21~30人 31人以上 Quantitative Survey of Comic Market Those who don’t interact with other group: 15% Those who don’t interact with others: 4%
  • 11. Reputationp a 67  54 30  36 3  6 1  3 0  10  20  30  40  50  60  70  80  90  100  人に見てもらえるのが嬉しい お祭りの雰囲気が好き 54  45  44  36  41  38  6  11  11  3  2  8  お祭りの雰囲気が好き 多様性が許容されている 友人・知人に会える 39  33  40  46  17  18  5  3  作品を多く頒布できる ファンや友人が増やせる 19  33  29  19 限定の作品・グッズが買える 強くそう思う どちらかというとそう思う どちらかというとそう思わない 全く思わない recognition from their peers: 67%g p
  • 12. Problem: lack of non-economic rewards There would be many potential gameThere would be many potential game creators in Japan. B t th f h li hBut, there are few who can accomplish creating game, produce regularly and distribute at event, compared to other creative activities such as drawing mangacreative activities such as drawing manga or composing songs.
  • 13. Problem: lack of non-economic rewards 1) lack of the enjoyment of game creation To create game, people need a lot of members and times. So, they tend to fail to accomplish creating it. Failing to accomplish means failing to get theg p g g enjoyment of accomplishment and motivation for new creation. 2) lack of interaction and reputation Th ’t di t ib t f th ’t k itThey can’t distribute game, for they can’t make it. They can’t distribute many games, for they need a lot of time to create and publish them. There are few event and shop for distribution.
  • 14. The number of members (Comiket Survey) 0% 20% 40% 60% 80% 100% 26  26  16  8  18  4  2  0% 0% 0% 60% 80% 00% DG 40  22  16  9  11  1 1 SG 70  21  6  2 2 0 0 Manga 27  22  17  12  19  2 1 Music 1人 2人 3人 4人 5~10人 11~20人 21人以上 The number of creating members 1人 2人 3人 4人 5 10人 11 20人 21人以上 e u be o c ea g e be s dynamic game>music>static game>manga
  • 15. The number of publishing in 2009 (Comiket Survey)(Comiket Survey) 0% 20% 40% 60% 80% 100% 21  23  24  24  6  1 0 DG 22  27  21  23  5  1 1 SG 10  12  18  38  17  3 1 Manga 16  17  20  37  7  2 1 Music Percentage of circle distribute one or less: 0点 1点 2点 3~5点 6~10点 11~15点 16点以上 Percentage of circle distribute one or less: manga: 22%, music: 33%, DG: 45%, SG: 49%
  • 16. Participating events (Comiket Survey)p g ( y) 0% 20% 40% 60% 80% 100% 51  26  9  14  0% 20% 40% 60% 80% 100% DG 63  12  7  18 SG 23  33 30  32 19  17 28  18 Manga Music 33  32  17  18 Music コミケ以外の即売会に不参加 コミケ>他の即売会 コミケ≒他の即売会 コミケ<他の即売会
  • 17. Interaction (Greeting) (Comiket Survey)(Comiket Survey) 0% 20% 40% 60% 80% 100% 18  50  17  10  2 2  0% 20% 40% 60% 80% 100% DG 20  50  17  10  3 1 SG 10  45  24  13  4  3 Manga 9  43  22  12  7  7 Music 0人 1~5人 6~10人 11~20人 21~30人 31人以上
  • 18. SuggestionS gg Voluntary efforts of creators E t b t tEncouragement between creators Voluntary meeting to interact Support from industry and intermediate group To teach how to make gamesTo teach how to make games Holding of study session Teaching how to manage developmentTeaching how to manage development To provide chance of getting interaction and t ti (I i di t ib ti h l )reputation (Increasing distributing channels) Holding event for game distribution, or event of playing i th kgame in the works Increasing creators and players of self-produced game
  • 19.
  • 20. Thank Youa Nobushige Hichibe Foundation for MultiMedia Communications natsunokumo2008@gmail.com Y h k KYuhsuke Koyama Shibaura Institute of Technology yuhsukek@gmail.com