These slides presented at "Replaying Japan 2015" on 22th May explains the characteristics of Doujin Game developers in Japan, by analyzing interviews with 76 Doujin game developers.
2021年8月12日に開催されたゲーム研究の国際会議『Replaying Japan 2021』での発表資料です。
This is a document presented at Replaying Japan 2021, an international conference on games research, held on August 12, 2021.
Handmade Pixels: Indie and the Quest for making smaller, newer, and more auth...DevGAMM Conference
How can a video game on a small budget stand out? Through a new history of the independent game festivals from 1998 to 2020, I will show three strategies for making *authentic* games. These strategies show how to combine production, design, and marketing to make an independent game stand out in the world.
When the entertainment software industry partners with government agencies and nonprofit entities, they encourage the use of video games as tools to strengthen our society and improve our lifestyle. Erik Huey of the Entertainment Software Association discussed this during the State of the Industry session.
Speaker:
Erik Huey - Senior Vice President for Government Affairs, Entertainment Software Association
2021年8月12日に開催されたゲーム研究の国際会議『Replaying Japan 2021』での発表資料です。
This is a document presented at Replaying Japan 2021, an international conference on games research, held on August 12, 2021.
Handmade Pixels: Indie and the Quest for making smaller, newer, and more auth...DevGAMM Conference
How can a video game on a small budget stand out? Through a new history of the independent game festivals from 1998 to 2020, I will show three strategies for making *authentic* games. These strategies show how to combine production, design, and marketing to make an independent game stand out in the world.
When the entertainment software industry partners with government agencies and nonprofit entities, they encourage the use of video games as tools to strengthen our society and improve our lifestyle. Erik Huey of the Entertainment Software Association discussed this during the State of the Industry session.
Speaker:
Erik Huey - Senior Vice President for Government Affairs, Entertainment Software Association
A guest presentation given to students at the University of Cape Town introducing games and learning, serious games, and how these relate to the South African context.
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
In this lecture we look at computer games and the gaming market. Also we cover the impact of gaming and the trends.
Challenges And Potentials for Indonesia Game Developer IndustryMarlin Sugama
As the industry grows, game developer is a promising new profession in Indonesia, this presentation was developed to give insight to potential game developer on the opportunities and challenge they will face once they enter the industry.
Coding Play/Crafting Code in the City by Aphra KerrProgCity
Dr. Aphra Kerr is senior Lecturer and researcher in social studies of technology and media. She also teaches courses on games and play, and culture and everyday life. She has extensive research experience on the production, use and regulation of digital media, especially digital games, SNS (social networking sites) and animation, as well as the changing nature of broadcasting in the digital age. Her current research projects include ‘Cultural Production in the Digital Age’ (NSF funded network) and she is currently writing ‘Global games and transnational work’ (book under contract). For the past ten years she has been involved in running gamedevelopers.ie, a community voluntary website for the games industry in Ireland.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do.
This presentation is part of a 4 hours workshop called "Innovation Workshop –Games and Reality". During the workshop students from the Recanati School of business in Tel Aviv University thought of games and startup related games ideas and "fought" against each other discovering if their idea has a chance to become the great big next hit.
I really liked some of the ideas, for example: a game you need to run in real life in order to "charge" your character in the game. A game you "scan" your real pet and play with it in a virtual world, including a virtual dog fight with real dogs . A real cart driving game you play wearing Google glass. The glass allows you to see virtual power ups or virtual avatars to enhance your driving experience (did someone say zombies)
For me the workshop was really fun. I hope the students had fun as well and I do hope some of these ideas will become actual games.
Workshop I co-teach on video gaming for libraries. basic intro to equipment as well as basic stats on who games and what a big business it is. And it's hands-on, we bring in Wii, iPad, DS, iPhones, etc. Funnest class ever! This presentation was edited via the Keynote app on an iPad. (Version - January 2012)
A guest presentation given to students at the University of Cape Town introducing games and learning, serious games, and how these relate to the South African context.
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
In this lecture we look at computer games and the gaming market. Also we cover the impact of gaming and the trends.
Challenges And Potentials for Indonesia Game Developer IndustryMarlin Sugama
As the industry grows, game developer is a promising new profession in Indonesia, this presentation was developed to give insight to potential game developer on the opportunities and challenge they will face once they enter the industry.
Coding Play/Crafting Code in the City by Aphra KerrProgCity
Dr. Aphra Kerr is senior Lecturer and researcher in social studies of technology and media. She also teaches courses on games and play, and culture and everyday life. She has extensive research experience on the production, use and regulation of digital media, especially digital games, SNS (social networking sites) and animation, as well as the changing nature of broadcasting in the digital age. Her current research projects include ‘Cultural Production in the Digital Age’ (NSF funded network) and she is currently writing ‘Global games and transnational work’ (book under contract). For the past ten years she has been involved in running gamedevelopers.ie, a community voluntary website for the games industry in Ireland.
The first computer games go back to the 50s when a nought and crosses game was created using an EDSAC computer. An effort at MIT ten years later led to a the multiplayer Spacewar game developed in a PDP-1. Even though these games were primitive, a game industry was born with the first games available in special locations – arcades. Today’s games are produced with modest Hollywood budgets and some are selling more than box-office hits.
Games are powerful. People can spend a lot of time playing games. Games are also great motivators. People do things that don´t even like, if they feel like they are playing game. Gamififcation is the use of game mechanics to motivate people to do stuff they generally would not do.
This presentation is part of a 4 hours workshop called "Innovation Workshop –Games and Reality". During the workshop students from the Recanati School of business in Tel Aviv University thought of games and startup related games ideas and "fought" against each other discovering if their idea has a chance to become the great big next hit.
I really liked some of the ideas, for example: a game you need to run in real life in order to "charge" your character in the game. A game you "scan" your real pet and play with it in a virtual world, including a virtual dog fight with real dogs . A real cart driving game you play wearing Google glass. The glass allows you to see virtual power ups or virtual avatars to enhance your driving experience (did someone say zombies)
For me the workshop was really fun. I hope the students had fun as well and I do hope some of these ideas will become actual games.
Workshop I co-teach on video gaming for libraries. basic intro to equipment as well as basic stats on who games and what a big business it is. And it's hands-on, we bring in Wii, iPad, DS, iPhones, etc. Funnest class ever! This presentation was edited via the Keynote app on an iPad. (Version - January 2012)
Cracking Japan: How Foreign Developers Can Enter the World’s Most Lucrative M...Dr. Serkan Toto
I gave this presentation during Casual Connect 2015 in August in San Francisco, USA.
The slides cover various aspects of the Japanese mobile gaming industry and how foreign developers can enter it.
2018年7月28日に、東北学院大学のオープンキャンパスで行った模擬授業「ゲームの社会学」のスライドです。
This is the slide of the trial lesson "Sociology of Games" which was presented at Tohoku Gakuin University open campus on July 28, 2018.
日本デジタルゲーム学会2016年度年次大会で発表した「情報社会とデジタルゲーム――フィンランド・タンペレ大学における『位置情報ゲーム』研究の取り組み」のスライドです。
Location-based games which use information technologies such as mobile device, GPS and AR attract a lot of attention in the world in 2016. In Finland, the researches about games which people play by moving in the physical world have been conducted. This presentation reports the projects of Tampere University Game Research Lab about these games based on interview and book research.
日本デジタルゲーム学会2016年度年次大会で発表した「国際学術出版のプロセス――CFPから出版まで」のスライドです。
The purpose of this presentation is to provide the information about how to submit paper to call for book chapters and publish it. I introduce the actual case to stimulate the offering of Japanese game researches to the world.
DERIVATION OF MODIFIED BERNOULLI EQUATION WITH VISCOUS EFFECTS AND TERMINAL V...Wasswaderrick3
In this book, we use conservation of energy techniques on a fluid element to derive the Modified Bernoulli equation of flow with viscous or friction effects. We derive the general equation of flow/ velocity and then from this we derive the Pouiselle flow equation, the transition flow equation and the turbulent flow equation. In the situations where there are no viscous effects , the equation reduces to the Bernoulli equation. From experimental results, we are able to include other terms in the Bernoulli equation. We also look at cases where pressure gradients exist. We use the Modified Bernoulli equation to derive equations of flow rate for pipes of different cross sectional areas connected together. We also extend our techniques of energy conservation to a sphere falling in a viscous medium under the effect of gravity. We demonstrate Stokes equation of terminal velocity and turbulent flow equation. We look at a way of calculating the time taken for a body to fall in a viscous medium. We also look at the general equation of terminal velocity.
ESR spectroscopy in liquid food and beverages.pptxPRIYANKA PATEL
With increasing population, people need to rely on packaged food stuffs. Packaging of food materials requires the preservation of food. There are various methods for the treatment of food to preserve them and irradiation treatment of food is one of them. It is the most common and the most harmless method for the food preservation as it does not alter the necessary micronutrients of food materials. Although irradiated food doesn’t cause any harm to the human health but still the quality assessment of food is required to provide consumers with necessary information about the food. ESR spectroscopy is the most sophisticated way to investigate the quality of the food and the free radicals induced during the processing of the food. ESR spin trapping technique is useful for the detection of highly unstable radicals in the food. The antioxidant capability of liquid food and beverages in mainly performed by spin trapping technique.
The use of Nauplii and metanauplii artemia in aquaculture (brine shrimp).pptxMAGOTI ERNEST
Although Artemia has been known to man for centuries, its use as a food for the culture of larval organisms apparently began only in the 1930s, when several investigators found that it made an excellent food for newly hatched fish larvae (Litvinenko et al., 2023). As aquaculture developed in the 1960s and ‘70s, the use of Artemia also became more widespread, due both to its convenience and to its nutritional value for larval organisms (Arenas-Pardo et al., 2024). The fact that Artemia dormant cysts can be stored for long periods in cans, and then used as an off-the-shelf food requiring only 24 h of incubation makes them the most convenient, least labor-intensive, live food available for aquaculture (Sorgeloos & Roubach, 2021). The nutritional value of Artemia, especially for marine organisms, is not constant, but varies both geographically and temporally. During the last decade, however, both the causes of Artemia nutritional variability and methods to improve poorquality Artemia have been identified (Loufi et al., 2024).
Brine shrimp (Artemia spp.) are used in marine aquaculture worldwide. Annually, more than 2,000 metric tons of dry cysts are used for cultivation of fish, crustacean, and shellfish larva. Brine shrimp are important to aquaculture because newly hatched brine shrimp nauplii (larvae) provide a food source for many fish fry (Mozanzadeh et al., 2021). Culture and harvesting of brine shrimp eggs represents another aspect of the aquaculture industry. Nauplii and metanauplii of Artemia, commonly known as brine shrimp, play a crucial role in aquaculture due to their nutritional value and suitability as live feed for many aquatic species, particularly in larval stages (Sorgeloos & Roubach, 2021).
Nutraceutical market, scope and growth: Herbal drug technologyLokesh Patil
As consumer awareness of health and wellness rises, the nutraceutical market—which includes goods like functional meals, drinks, and dietary supplements that provide health advantages beyond basic nutrition—is growing significantly. As healthcare expenses rise, the population ages, and people want natural and preventative health solutions more and more, this industry is increasing quickly. Further driving market expansion are product formulation innovations and the use of cutting-edge technology for customized nutrition. With its worldwide reach, the nutraceutical industry is expected to keep growing and provide significant chances for research and investment in a number of categories, including vitamins, minerals, probiotics, and herbal supplements.
ANAMOLOUS SECONDARY GROWTH IN DICOT ROOTS.pptxRASHMI M G
Abnormal or anomalous secondary growth in plants. It defines secondary growth as an increase in plant girth due to vascular cambium or cork cambium. Anomalous secondary growth does not follow the normal pattern of a single vascular cambium producing xylem internally and phloem externally.
Toxic effects of heavy metals : Lead and Arsenicsanjana502982
Heavy metals are naturally occuring metallic chemical elements that have relatively high density, and are toxic at even low concentrations. All toxic metals are termed as heavy metals irrespective of their atomic mass and density, eg. arsenic, lead, mercury, cadmium, thallium, chromium, etc.
Deep Behavioral Phenotyping in Systems Neuroscience for Functional Atlasing a...Ana Luísa Pinho
Functional Magnetic Resonance Imaging (fMRI) provides means to characterize brain activations in response to behavior. However, cognitive neuroscience has been limited to group-level effects referring to the performance of specific tasks. To obtain the functional profile of elementary cognitive mechanisms, the combination of brain responses to many tasks is required. Yet, to date, both structural atlases and parcellation-based activations do not fully account for cognitive function and still present several limitations. Further, they do not adapt overall to individual characteristics. In this talk, I will give an account of deep-behavioral phenotyping strategies, namely data-driven methods in large task-fMRI datasets, to optimize functional brain-data collection and improve inference of effects-of-interest related to mental processes. Key to this approach is the employment of fast multi-functional paradigms rich on features that can be well parametrized and, consequently, facilitate the creation of psycho-physiological constructs to be modelled with imaging data. Particular emphasis will be given to music stimuli when studying high-order cognitive mechanisms, due to their ecological nature and quality to enable complex behavior compounded by discrete entities. I will also discuss how deep-behavioral phenotyping and individualized models applied to neuroimaging data can better account for the subject-specific organization of domain-general cognitive systems in the human brain. Finally, the accumulation of functional brain signatures brings the possibility to clarify relationships among tasks and create a univocal link between brain systems and mental functions through: (1) the development of ontologies proposing an organization of cognitive processes; and (2) brain-network taxonomies describing functional specialization. To this end, tools to improve commensurability in cognitive science are necessary, such as public repositories, ontology-based platforms and automated meta-analysis tools. I will thus discuss some brain-atlasing resources currently under development, and their applicability in cognitive as well as clinical neuroscience.
2. Background 1: Doujin Culture and Market
“Doujin” is a Japanese word which means a
group or an individual who creates contents.
comic books, music pieces, animation videos etc.
Doujin groups can distribute their works at Doujin
events or participatory exhibitions such as
“Comic Market”.
Doujin members, some are amateur and some are
semi-professional creators, circulate their self-made
content and have fun while interacting at Comic
Market and other similar events.
Doujin shops also distribute some works of
Doujin on consignment basis to meet a demand
of those who couldn’t participate in Doujin events.
3. Background 2: Doujin Game
Doujin also creates and distributes video
games, which are called as “Doujin Game”
or “Doujin Soft”.
They are usually made for PC (Widows)
and distributed at 0~30$.
Median of price is around 10$.
“Tsukihime”, “Higrashi When They Cry”
and “Touhou Project” are very popular
Doujin Games.
12. Outline of this paper 1
This paper explains three characteristics
of Doujin Game developers, by analyzing
interviews with 76 Doujin game developers.
Firstly, I will show that the majority of
Doujin game developers could be best
described as “Hobbyist” rather than
“Indie” game developers, not to mention
commercial game developers, because
the majority of them create games not for
making living but for having fun by making
game itself.
13. Outline of this paper 2
Secondly, I will mention that a certain
number of developers have made games
for fun, but they also have been able to
earn living since late 1990s due to
Doujin works distribution platform in Japan.
Thirdly, I conclude that Doujin game
developers gradually have changed their
consciousness and social relationship
since around 2010s to adapt globalization
one of the factors of which is ICT progress.
14. Previous Studies
Parker (2013) reviews indie game studies
written in English for 11 years. It points out
that games made by amateur, hobbyist etc.
before “indie games” are the least
developed area of previous studies.
About hobbyist game development in
Japan,
Ito (2005) researches the characteristic of
hobbyist games made with “RPG Maker.”
Picard (2013) briefly describes the history of
Doujin Games since 1980s.
15. Significance of this paper
These researches have focused on Doujin
games, but not on Doujin game
development.
So, little is known about Doujin game
development practice and developers’
consciousness.
16. This paper’s Flamework
Toynbee(2000) “Proto-Markets”
These are the music production fields where we
can’t explain by logics of economy and music is
often produced from non-economic motivation.
Anthropy(2012), Westecott(2013) “Craft”
They suggest the viewpoint classifying proto-
markets into two types; craft culture and indie
market.
Craft culture is the field where many developers enjoy
creating games and don’t make them for making living.
Indie market is the field where many developers are
interested in making living as well as developing what
they want to make.
17. This paper’s Flamework:
Three Game Production Field
Purpose of developer
Fun,
Interaction,
Expression of
individual
interest
Reputation,
Money
Money
Toynbee Proto-Markets Major
Anthropy,
Westecot
Hobby
Culture
Indie Market Major
18. Data Source (Interview Survey)
Later, I discuss whether Doujin game
developers could be best described as
hobbyist or Indie based on Interview
Survey. I and other Researchers
interviewed 76 Doujin game developers.
Among them, 68 people are male and 8
people are female.
19. The differences between Doujin
and Commercial Development
Doujin
Development
Commercial
Development
Purpose, Interest
Develop what
developers like
Develop what
players like
Diversity of
developers and
works
√
Autonomy of
development
√
Flexibility of
production process
√
Production period Short Long
Closeness between
developers and
players
√
Possibility of
making living
Low High
20. Similarities between Doujin and Indie
Doujin game development is similar to Indie
game development.
Diversity of developers and works
Autonomy of development
Flexibility of production process
Production period
Closeness between developers and players
21. Differences between Doujin and Indie
But they are different in the respect of
interest and purpose.
The interest of most Doujin developers is
for enjoying developing games itself
and interacting with others, not for
earning living.
We can say that Doujin game developers
in Japan could be best described as
“Hobbyist” rather than “Indie” game
developers, not to mention commercial
developers.
22. Making living as “Intended Consequences”
But a certain number of Doujin game
developers can earn living by selling several
thousand or ten thousand copies of their
games regularly as “unintended
consequences”, because Doujin events
including Comic Market and Doujin shops
provide significant opportunities to distribute
their works nationwide.
23. Doujin Contents Distribution Platforms
“Doujin Contents distribution platforms”
have been developed since the last half of
1990s in Japan.
The distribution platforms provide many self-
made content creators of comics, music,
animation etc. opportunity to make living by
selling their self-made works in Japan.
24. Doujin games distribution
Doujin games also have been distributed
and sold in the “Doujin” platform.
Shops like “Tora no Ana” and others shops
franchise nationally.
Addition to that, game download distribution
site like “DLsite.com” also sell Doujin Games.
In these platforms, Doujin game
developers could sell their works as much
as in commercial game distribution
platforms.
27. ICT also effects Doujin Game Development
It, however, should be noted that these
production practice and distribution routes
seem to be slowly changing because of
ICT developments.
The spread of fixed and mobile broadband
network, cloud computing system and
smart devices promote globalization at
various points.
And they also effect Doujin Game
Development.
28. Negative effects on doujin games
Doujin games for PC look expensive
compared with social and mobile games
that can be played free or at a low price.
As PCs with CD-ROM or DVD-ROM drive
have been decreasing, so many players
can’t play Doujin PC packaged games.
Due to these factors, the sales of PC
Doujin games are considered to decline.
Some Doujin developers said that the sales of
their PC games have already declined in
Japan.
29. Positive effects on doujin games
Online sales sites such as “Steam”, one of
a global game distribution platform,
provide new opportunity to distribute
Doujin games globally.
Besides Steam, AppStore, Google Play,
PlayStation Store also increase the chance to
distribute Doujin games.
30. Positive effects on doujin games
And Doujin game developer’s social
relationships with users and other
developers are also changing due to ICT.
Some developers who have built
relationship only nationally so far regard
this change as a new opportunity to
build new relationship with oversea
game developing communities and
users.
31. Changes of Doujin developers’
consciousness and action
In around 2009
Most of them were interested only in
distributing to Japanese, and not interested
in distributing to overseas players.
Since around 2010, they have been
interested in global platforms and gradually
started to distribute their games to all
over the world through these platforms.
They also participate in the events for
foreigners and the foreign events like PAX
East.
32. Changes of Doujin developers’
consciousness and action
The words of an interviewee indicate the change
of their mind: “There is no future in Japan. So
we go global.”
34. Touhou @ Anime Weekend Atlanta 2013
出所: https://www.youtube.com/watch?v=AIkNU2Em7p8
35. Conclusion
Doujin game developers could be best
described as “Hobbyist” in view of their
production practice and consciousness.
The majority of Doujin developers make
games as hobby and don’t earn living by
selling their works. But a certain number of
developers can do it almost unintendedly.
Since around 2010, many developers
have begun to be conscious of global
distribution, and change their mind and
production practice to adapt globalization.
36. Bibliography
Anthropy, Anna, 2012, Rise of the Videogame Zinesters, Seven
Stories Press.
Ito, Kenji, 2007, Possibilities of Non-Commercial Games: The Case
of Amateur Role-Playing Games Designers in Japan, Suzanne De
Castell and Jennifer Jenson (eds): Worlds in Play: International
Perspectives on Digital Games Research, Peter Lang Pub Inc, 129-
142.
Parker, Felan, 2013, Indie Game Studies Year Eleven, Proceedings
of DiGRA 2013.
Picard, Martin, 2013, The Foundation of Geemu: A Brief History of
Early Japanese video games, Game Studies, 13(2).
Toynbee, Jason, 2000, Making Popular Music: Musicians, Creativity
and Institution, Arnold.
Westecott, Emma, 2013, Independent Game Development as Craft,
Loading… The Journal of the Canadian Game Studies Association,
Vol7, No 11, 78-91.
37. Thank You
The full paper of this presentation will be
included as one chapter of a book titled
Video Games in East Asia (Palgrave
Macmillan).
Nobushige HICHIBE
Foundation for MultiMedia Communications
natsunokumo2008@gmail.com
Ema TANAKA
Foundation for MultiMedia Communications
ema.tanaka@gmail.com