This document analyzes factors suppressing game self-production in Japan. It finds that while the motivation for creators is mainly non-economic rewards like enjoyment of creation, interaction, and reputation, there are challenges to sustaining these non-economic motivations. Specifically, it is difficult for creators to accomplish full game development alone or in small groups, limiting their ability to experience the rewards. It also finds distribution channels and opportunities for interaction are limited compared to other creative fields like manga. The paper suggests ways to encourage and support game creators such as teaching development skills, increasing events for distribution and playtesting, and fostering community.
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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.
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%
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%
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