The document summarizes the structure and history of the visual novel game industry in Japan. It finds that visual novel games have a uniquely large narrative volume for their production cost compared to other media like novels and manga. Many visual novel game developers started as doujin (hobbyist) groups, and the industry serves as a talent pool for other media. The visual novel format is well-suited for producing epic stories at low cost.
A macro-level overview of the Japanese video game market, including history and a forecasts as to where things are headed.
Recommended for those interested in the mobile and social gaming space. When it comes to mobile in particular, trends that happen in Japan are often a bellwether indicator of where the entire industry is going once the global market matures.
The folks at App Annie recently claimed that Japan has become the top country for Google Play revenues, and GMO’s report points out that the nation is the fastest growing country (560 percent) in terms of revenue on Apple’s app store (citing Distimo, June). So it’s certainly a market that you want a piece of if you’re a mobile app or game developer.
If you are a game developer considering selling your game in Japan, please contact us via infous@gmocloud.com
2015年10月25日(日)に、社会・経済システム学会で発表した、「妖怪ウォッチ」の制作・販売会社レベルファイブの経営戦略に関するスライドです。
These slides presented at the Japan Association for Social and Economic Systems Studies on 25th October are about business strategies of "Level5", a game company, which has developed and sold "Yo-kai Watch".
Trends In Gaming In Japan And Beyond (Special Focus: Mobage Operator DeNA And...Dr. Serkan Toto
This is the edited version of a presentation I gave during a conference in Tokyo in September 2012 on current trends in gaming. One main focus is on Japan's mobile and social gaming industry, especially DeNA operator Mobage and GREE.
A macro-level overview of the Japanese video game market, including history and a forecasts as to where things are headed.
Recommended for those interested in the mobile and social gaming space. When it comes to mobile in particular, trends that happen in Japan are often a bellwether indicator of where the entire industry is going once the global market matures.
The folks at App Annie recently claimed that Japan has become the top country for Google Play revenues, and GMO’s report points out that the nation is the fastest growing country (560 percent) in terms of revenue on Apple’s app store (citing Distimo, June). So it’s certainly a market that you want a piece of if you’re a mobile app or game developer.
If you are a game developer considering selling your game in Japan, please contact us via infous@gmocloud.com
2015年10月25日(日)に、社会・経済システム学会で発表した、「妖怪ウォッチ」の制作・販売会社レベルファイブの経営戦略に関するスライドです。
These slides presented at the Japan Association for Social and Economic Systems Studies on 25th October are about business strategies of "Level5", a game company, which has developed and sold "Yo-kai Watch".
Trends In Gaming In Japan And Beyond (Special Focus: Mobage Operator DeNA And...Dr. Serkan Toto
This is the edited version of a presentation I gave during a conference in Tokyo in September 2012 on current trends in gaming. One main focus is on Japan's mobile and social gaming industry, especially DeNA operator Mobage and GREE.
Idle Clicker Games Presentation (Casual Connect USA 2017)David Piao Chiu
Idle Clicker Games: Why are they so popular and how can I get in on the action?
Idle clicker games are a young genre that has seen explosive growth in the last few years thanks to the popularity of games such as Clicker Heroes and AdVenture Capitalist. This session will explore the evolution of the idle genre from simple indie projects to games with major licensed IPs and celebrities (Chuck Norris, WWE, Crazy Taxi, He-Man, etc.). We will also share best practices for improving retention and monetization (both IAP and ads).
GDC Talk: Lifetime Value: The long tail of Mid-Core gamesTamara (Tammy) Levy
Are you maximizing the life in lifetime value? Using genre-specific predictive models developed from the Kongregate portfolio, we demonstrate how and why post-D30 retention can be key to increase your revenue. Through case studies, you'll learn strategies to boost both early and late revenue, as well as game core loop modifications to drive better player investment in the long run.
GDC Talk - Nature vs Nurture: Unpacking Player Spending in F2P GamesTamara (Tammy) Levy
Have players committed to spending money in free-to-play games before they even install the game? Are you wasting time trying to get more people to spend money in your game? What monetization metrics should you be focusing on improving instead? In this talk, Tammy uses several case studies from live Kongregate games to explore how and why some player behaviors are easier and more rewarding to change, while others have a nearly unbreakable ceiling.
This presentation gives an overview of how eSports works, what makes it similar to traditional sports, and the challenges it faces as it becomes a more mature industry.
“Intoduction To Game Development ”
This sesion will be covering some aspects of the theory and practice of game development and design .
- For those who are intersted in game development , This session will should be enough to get you started .
Idle Clicker Games Presentation (Casual Connect USA 2017)David Piao Chiu
Idle Clicker Games: Why are they so popular and how can I get in on the action?
Idle clicker games are a young genre that has seen explosive growth in the last few years thanks to the popularity of games such as Clicker Heroes and AdVenture Capitalist. This session will explore the evolution of the idle genre from simple indie projects to games with major licensed IPs and celebrities (Chuck Norris, WWE, Crazy Taxi, He-Man, etc.). We will also share best practices for improving retention and monetization (both IAP and ads).
GDC Talk: Lifetime Value: The long tail of Mid-Core gamesTamara (Tammy) Levy
Are you maximizing the life in lifetime value? Using genre-specific predictive models developed from the Kongregate portfolio, we demonstrate how and why post-D30 retention can be key to increase your revenue. Through case studies, you'll learn strategies to boost both early and late revenue, as well as game core loop modifications to drive better player investment in the long run.
GDC Talk - Nature vs Nurture: Unpacking Player Spending in F2P GamesTamara (Tammy) Levy
Have players committed to spending money in free-to-play games before they even install the game? Are you wasting time trying to get more people to spend money in your game? What monetization metrics should you be focusing on improving instead? In this talk, Tammy uses several case studies from live Kongregate games to explore how and why some player behaviors are easier and more rewarding to change, while others have a nearly unbreakable ceiling.
This presentation gives an overview of how eSports works, what makes it similar to traditional sports, and the challenges it faces as it becomes a more mature industry.
“Intoduction To Game Development ”
This sesion will be covering some aspects of the theory and practice of game development and design .
- For those who are intersted in game development , This session will should be enough to get you started .
A comprehensive strategic analysis on Nintendo's software division in interaction to its hardware business and its competitiveness in the face of disruptive technologies and industry competitors.
ASEAN Will Lose Ground Without IP Business | Atsuo NakayamaJessica Tams
Delivered at Casual Connect Asia 2017. How vulnerable our ASEAN entertainment industry would be, with the proven comparison to Japan and US, which hold IP business foundation. By following the process to create IP by Bushiroad, viewers will come to realize this is the exact thing Singapore or the other ASEAN countries should target for.
The metrics section of my talk from the Digital Distribution Summit in Melbourne, Australia, October 2009. This updates my GDC 2009 talk, with new estimates and comments. (A video of my extended talk is at http://www.ddsummit.com )
VAT Registration Outlined In UAE: Benefits and Requirementsuae taxgpt
Vat Registration is a legal obligation for businesses meeting the threshold requirement, helping companies avoid fines and ramifications. Contact now!
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RMD24 | Retail media: hoe zet je dit in als je geen AH of Unilever bent? Heid...BBPMedia1
Grote partijen zijn al een tijdje onderweg met retail media. Ondertussen worden in dit domein ook de kansen zichtbaar voor andere spelers in de markt. Maar met die kansen ontstaan ook vragen: Zelf retail media worden of erop adverteren? In welke fase van de funnel past het en hoe integreer je het in een mediaplan? Wat is nu precies het verschil met marketplaces en Programmatic ads? In dit half uur beslechten we de dilemma's en krijg je antwoorden op wanneer het voor jou tijd is om de volgende stap te zetten.
"𝑩𝑬𝑮𝑼𝑵 𝑾𝑰𝑻𝑯 𝑻𝑱 𝑰𝑺 𝑯𝑨𝑳𝑭 𝑫𝑶𝑵𝑬"
𝐓𝐉 𝐂𝐨𝐦𝐬 (𝐓𝐉 𝐂𝐨𝐦𝐦𝐮𝐧𝐢𝐜𝐚𝐭𝐢𝐨𝐧𝐬) is a professional event agency that includes experts in the event-organizing market in Vietnam, Korea, and ASEAN countries. We provide unlimited types of events from Music concerts, Fan meetings, and Culture festivals to Corporate events, Internal company events, Golf tournaments, MICE events, and Exhibitions.
𝐓𝐉 𝐂𝐨𝐦𝐬 provides unlimited package services including such as Event organizing, Event planning, Event production, Manpower, PR marketing, Design 2D/3D, VIP protocols, Interpreter agency, etc.
Sports events - Golf competitions/billiards competitions/company sports events: dynamic and challenging
⭐ 𝐅𝐞𝐚𝐭𝐮𝐫𝐞𝐝 𝐩𝐫𝐨𝐣𝐞𝐜𝐭𝐬:
➢ 2024 BAEKHYUN [Lonsdaleite] IN HO CHI MINH
➢ SUPER JUNIOR-L.S.S. THE SHOW : Th3ee Guys in HO CHI MINH
➢FreenBecky 1st Fan Meeting in Vietnam
➢CHILDREN ART EXHIBITION 2024: BEYOND BARRIERS
➢ WOW K-Music Festival 2023
➢ Winner [CROSS] Tour in HCM
➢ Super Show 9 in HCM with Super Junior
➢ HCMC - Gyeongsangbuk-do Culture and Tourism Festival
➢ Korean Vietnam Partnership - Fair with LG
➢ Korean President visits Samsung Electronics R&D Center
➢ Vietnam Food Expo with Lotte Wellfood
"𝐄𝐯𝐞𝐫𝐲 𝐞𝐯𝐞𝐧𝐭 𝐢𝐬 𝐚 𝐬𝐭𝐨𝐫𝐲, 𝐚 𝐬𝐩𝐞𝐜𝐢𝐚𝐥 𝐣𝐨𝐮𝐫𝐧𝐞𝐲. 𝐖𝐞 𝐚𝐥𝐰𝐚𝐲𝐬 𝐛𝐞𝐥𝐢𝐞𝐯𝐞 𝐭𝐡𝐚𝐭 𝐬𝐡𝐨𝐫𝐭𝐥𝐲 𝐲𝐨𝐮 𝐰𝐢𝐥𝐥 𝐛𝐞 𝐚 𝐩𝐚𝐫𝐭 𝐨𝐟 𝐨𝐮𝐫 𝐬𝐭𝐨𝐫𝐢𝐞𝐬."
Personal Brand Statement:
As an Army veteran dedicated to lifelong learning, I bring a disciplined, strategic mindset to my pursuits. I am constantly expanding my knowledge to innovate and lead effectively. My journey is driven by a commitment to excellence, and to make a meaningful impact in the world.
Falcon stands out as a top-tier P2P Invoice Discounting platform in India, bridging esteemed blue-chip companies and eager investors. Our goal is to transform the investment landscape in India by establishing a comprehensive destination for borrowers and investors with diverse profiles and needs, all while minimizing risk. What sets Falcon apart is the elimination of intermediaries such as commercial banks and depository institutions, allowing investors to enjoy higher yields.
Discover the innovative and creative projects that highlight my journey throu...dylandmeas
Discover the innovative and creative projects that highlight my journey through Full Sail University. Below, you’ll find a collection of my work showcasing my skills and expertise in digital marketing, event planning, and media production.
RMD24 | Debunking the non-endemic revenue myth Marvin Vacquier Droop | First ...BBPMedia1
Marvin neemt je in deze presentatie mee in de voordelen van non-endemic advertising op retail media netwerken. Hij brengt ook de uitdagingen in beeld die de markt op dit moment heeft op het gebied van retail media voor niet-leveranciers.
Retail media wordt gezien als het nieuwe advertising-medium en ook mediabureaus richten massaal retail media-afdelingen op. Merken die niet in de betreffende winkel liggen staan ook nog niet in de rij om op de retail media netwerken te adverteren. Marvin belicht de uitdagingen die er zijn om echt aansluiting te vinden op die markt van non-endemic advertising.
Kseniya Leshchenko: Shared development support service model as the way to ma...Lviv Startup Club
Kseniya Leshchenko: Shared development support service model as the way to make small projects with small budgets profitable for the company (UA)
Kyiv PMDay 2024 Summer
Website – www.pmday.org
Youtube – https://www.youtube.com/startuplviv
FB – https://www.facebook.com/pmdayconference
What is the TDS Return Filing Due Date for FY 2024-25.pdfseoforlegalpillers
It is crucial for the taxpayers to understand about the TDS Return Filing Due Date, so that they can fulfill your TDS obligations efficiently. Taxpayers can avoid penalties by sticking to the deadlines and by accurate filing of TDS. Timely filing of TDS will make sure about the availability of tax credits. You can also seek the professional guidance of experts like Legal Pillers for timely filing of the TDS Return.
[Note: This is a partial preview. To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
Sustainability has become an increasingly critical topic as the world recognizes the need to protect our planet and its resources for future generations. Sustainability means meeting our current needs without compromising the ability of future generations to meet theirs. It involves long-term planning and consideration of the consequences of our actions. The goal is to create strategies that ensure the long-term viability of People, Planet, and Profit.
Leading companies such as Nike, Toyota, and Siemens are prioritizing sustainable innovation in their business models, setting an example for others to follow. In this Sustainability training presentation, you will learn key concepts, principles, and practices of sustainability applicable across industries. This training aims to create awareness and educate employees, senior executives, consultants, and other key stakeholders, including investors, policymakers, and supply chain partners, on the importance and implementation of sustainability.
LEARNING OBJECTIVES
1. Develop a comprehensive understanding of the fundamental principles and concepts that form the foundation of sustainability within corporate environments.
2. Explore the sustainability implementation model, focusing on effective measures and reporting strategies to track and communicate sustainability efforts.
3. Identify and define best practices and critical success factors essential for achieving sustainability goals within organizations.
CONTENTS
1. Introduction and Key Concepts of Sustainability
2. Principles and Practices of Sustainability
3. Measures and Reporting in Sustainability
4. Sustainability Implementation & Best Practices
To download the complete presentation, visit: https://www.oeconsulting.com.sg/training-presentations
1. Structure of PC Visual Novel Game
Industry in Japan
Yuhsuke KOYAMA(Shibaura Institute of Technology)
Nobushige Kobayashi-Hichibe (Tohoku Gakuin University)
Jin Nakamura(Atomi University)
3. About me
▶ Yuhsuke Koyama
Dr. Econ (2002)
Major: video game industry
▶ History of Japanese Video Game Industry(2016)
『日本デジタルゲーム産業史』
Written in Japanese
preparing for 2nd edition
Now on translating
It may be the first book about the history of video game
industry in one country.
4. Uniqueness of PC Game Market in Japan
▶ R18 games account for the majority in 21st century
Often called “エロゲー(erotic games)”
"Visual Novel Games" account for the majority
No statistics, but more than 90%!
▶ Market size is very small
Less than 1/10 of that for home game consoles
PC Games: 19 billion JPY, Console Games: 260 billion JPY(2016)
more than 500 new novel games are annually created.
▶ Works are transplanted into various media
Console games, Manga, Novel, and Anime
5. Example: Fate/Stay night (TYPE-MOON)
▶ Before FSN: Tsukihime (Dojin,2002)
▶ Original: PC R18 Game (2004)
Console game (2007)
Anime
TV: 2006, 2014, 2015
Movie: 2010,2017,2019, and 2020
Comics: more than 30
▶ Many sequels and related works
Fate/Zero, Fate/Grand Order
Fate/Apocrypha
6. Purpose of Our Research
▶ Analyze features and its industrial structure based
on interviews to various developers, publishers,
scenario writers and illustrators.
▶ Interviews: around 2010
Because this is a translated work of my old paper in
Japanese
Before smartphone and Steam get popular
Structures do not change even now.
8. Definition: Visual Novel Game
▶ Features (Hichibe(2016))
Text displayed on the CG or in the lower screen
Full screen size CG & Standing picture of character
Story branches by choosing the presented options
User interface where the story advances by click
BGM and sound effects tailored to the character's mind and
story
▶ Price and Volume
“Full price”: 8,800JPY,1.5-2MB scenario, 80-100 CGs
“Middle price”: 5800JPY, “Low price”: 2900JPY
10. Short History
▶ Pre History: SFC horror novel games by Chunsoft
Otogiriso(1992)
Kamaitachi no Yoru (1994) (Banshee's Last Cry)
▶ Horror Visual Novel Games for PC-98 R18
Shizuku(雫) ,Kizuato(痕) (1996,Leaf)
▶ Date Sim Type Novel Games for PC Win R18
To Heart (1997, Leaf)
Kanon (1999, Key)
▶ Many dojin followers began to develop visual novel
games and some groups entered the commercial
market.
11. Entry routes to visual novel game production
▶ Industry hierarchy is reflected
Consumer Kuzure
Doujin Agari
▶ Major entry route
Consumer(20th)->Dojin (21st)
Fist boom: consumer kuzure entrants
after Otogiriso.
Next and after: “To Heart” and “Kanon”
generated many dojin followers.
Console Game developer
(called “consumer” in JPN)
PC Commercial
Visual Novel Industry
PC Doujin
Visual Novel developer
consumer kuzure
doujin agari
13. Basic Revenue Model
▶ Production Cost: 38 million JPY (next slide in detail)
▶ Recoup line: 38,000,000/4400 -> 8637 packages
Small developers may reduce costs and set recoup lines to around
3000 packages.
WholesalerGame company
game
BUY OUT (NO RETURN)
Full price: 4400JPY/package(50%)
Middle price: 3190JPY/package(55%)
Low Price: 1740JPY/package(60%)
14. Basic Cost Structure
Expense item
Cost
(million Yen)
Voice 3
Music (theme songs and endings) 1
Scenario (2 Megabytes) 3
Graphic (Original picture: only line) 3.5
Graphic (Coloring) 3.5
Program (Standard engine usage fee) 5
Movie (Opening and Ending) 1
Sales promotion (advertisements, novelties, etc.) 2
Development Total 22
Package production (case of 10000 packages) 8
Indirect cost (office maintenance fee, etc.) 8
Total 38
15. 3 types of gaming company
▶ Developer
Devoted to development
Small core team + several subconductors
▶ Publisher
Pay package production cost, advertise the game to be released, and
release it as its own brand
Usually own the developer branch
▶ Distributor
Buy game packages from publishers and distribute them to retail
shops (= wholesaler)
Usually own both developer and publisher branches
17. Visual Novel Development
▶ Low technical barriers to entry
Highly standardized system & Many game engines
Not necessary for programmers
Publishers or distributers call some dojin group to invest the
production cost.
▶ Small group production and low cost
5 to 6 core people deeply involved in development
Workers monthly unit cost is considerably low
Some essential tasks such as level design and tuning do not exist.
Many tasks are highly specialized and not required whole
development period -> outsourced
18. Task difficulty and timing
Task Skill specificity Inhouse/outsource
Voice Actor
Very short term
Large
OutsourcingMusic
Movie
Scenario& Script
Almost all periods
Normally in-house
Outsource for
popular creatorGraphic (Original)
Graphic (coloring) Small
Normally in-house
Outsource in busy
period
Program Very short term
Small
(when using tools)
Outsourcing
Promotion
the latter half of
development
Large
Small developer
Publisher
20. Narrative volume/price performance
▶ Full price novel game package
Price: 8,800
Scenario:1.5-2MB (normal case)
Fate/Stay night: 4MB!
CGs: 80-100
▶ Huge narrative volume fit in one package
Middle production cost, but huge volume of narratives
More than 10 novels in one title
Huge scale stories can be developed without the risk of
being censored or stopped.
21. Amount of story and production cost
Scenario Volume per unit Unit production Cost
Entry
difficulty
Light
Novel
Middle:200pages
about 2-300 KB
Low (Several million yen) Lowest
Manga
Comic
Small or Middle
20pages for magazine
200pagesfor book
Low (Several million yen) Low
Visual Novel
Game in PC
(extremely) Large
about 2 MB
Middle (20-30 million yen) Middle
TV Animation Small
About 50KB/story
in Light Novel format
High
About 200 million yen (1 season)
High
Console Game
Large
(same as visual novel)
High
(More than hundreds of million yen)
High
22. Role of “Talent Pool”
▶ Entrance from dojin to commercial game industry
Many visual novel game developers were born as dojin.
▶ A role as a "talent pool" that supplies talent to various
areas of other areas.
Scenario writer -> light novelist, anime scenario writer
Illustrator -> mobile phone game, light novel illustrator
▶ PC visual novel industry is one of the “upper stream” of
Japanese creative works.
23. Summary
▶ Visual Novel game is the best media for producing
epic stories
Low cost & Low recoup line
Low technical entry barrier
▶ Many are from dojin
One powerful entry method to gaming industry
▶ This feature has pushed the novel game to one of
the upstream content in the Japanese media mix
Editor's Notes
Someone who have interest in my book, please contact me. I like to send a link of PDF file folders.