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The Effects of the Video Game Industry on Japan

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The Effects of the Video Game Industry on Japan
Much in the world today is of Japanese origin. Indeed, Japanese influence can be seen all over the world—on television, in comic books, in video games, in electronics, in the film industry, and even in music. In fact, currently, 60% of all the cartoon shows being broadcast on television the world over are from Japan. (Croal) Indeed "Japanese anime characters have established a substantial base of fans in Europe and North America" (Shuhei). Similarly, the Japanese video game industry has been very successful in the world. It has proven to have many positive effects on the world, even though many people have repeatedly tried and failed to vilify it. Perhaps one of the most important industries in modern Japan, video games have both opened up great possibility for Japan's economic future and caused the rapid spread of its culture in the world. The rise in the Japanese video game industry elevated the country's standing in the world.
The first video games ever were created in computer labs of prestigious and well-known colleges by studious types, whereas in modern times, video games, complete with complex storylines and characters and with sophisticated music and game play, are created by paid professionals. The very first video games were invented by students at colleges with big computer facilities, because they had "nothing better to do. [Making games] soon became a competitive field of play for these students." (Kohler, 24) Soon after, video games became something to sell, and at first were available for Magnavox TVs, played on the Odyssey systems made especially for Magnavoxes. (These Odyssey systems were not as consoles are today—i.e., they did not have multiple games, only one game installed in the system, with the first games not even closely depicting what they were supposed to show. One game, a tennis game, was simply two white "dots" that were actually squares representing the players or rackets, and one line down the center of the screen



Bibliography: Croal, N 'Gai. "Fall of the Video King." Newsweek online 18 Oct. 2004. 11 Jan. 2005 . Dentsu Communication Institute Inc.. Japan 's Video Game Industry. 2004. 2 Apr. 2005 . Duus, Peter. Modern Japan. Boston: Houghton Mifflin Company, 1998. Dvorak, Phred. "Nintendo Girds for New Hand-Held Game Player From Sony." Wall Street Journal (Eastern edition). New York, NY: Nov 8, 2004; p. B1. 11 Jan. 2005 .. Fierman, Joseph. "electronic game." Encyclopædia Britannica. 2005. Encyclopædia Britannica Online 7 Jan. 2005 . Kawakami, Sumie. Video Game Industry Statistics. Mar. 2002. 3 Apr. 2005 . Kohler, Chris. Power-Up. Indianapolis: Brady Games Publishing, 2004. Shuhei, Kishimoto. "Shoring Up Japan 's Content Industry." Japan Echo. Tokyo: Jun 2004, Vol. 31, Issue 3; p. 19-24. 11 Jan. 2005. . Throsby, David. "The Production and Consumption of the Arts: A View of Cultural Economics." Journal of Economic Literature. Mar. 1994; p. 1-29. 15 Jan. 2005. < http://links.jstor.org/sici?sici=0022-515%28199403%2932%3A1%3C1%3ATP ACOT%3E2.0.CO%3B2-9>

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