To better understand the complex development of the industry, we must reintroduce local considerations into global perspectives by examining the economic and cultural development of the video game industry in Japan in order to nuance and add new insights about global and transnational discourses.
General knowledge about Japanese video games, coming usually both from historical books and video game studies in the West, as well as through the discourse of the specialized press and media, and online fan communities, is only one facet of the world of video games in Japan. rightly asserted, the development of “digital play” was conducted jointly through a complex process in the three circuits of technology, culture, and marketing (Kline et al., 2003), we must acknowledge that the Japanese video game industry has its own process through these circuits, including of course its global and transnational aspect, but which constitutes only a part of the overall picture.
The Japanese video game industry is both a global and local phenomenon, and the two aspects must be distinguished in order to avoid misinterpretations and omissions in histories of video games.
This aforementioned discourse nevertheless underlies an assumption firmly rooted in video game studies and historical accounts of video games: it is as if the only manifestation of the Japanese video game industry had been made on a global level, while the specific development of the industry on the Japanese territory had never existed.
Unfortunately, these assumptions tend to neglect the complex geopolitical and socioeconomic negotiations taking place on Japanese territory -- before, during, and even after the creation of a global media complex -- forming tangible distinctions between the Japanese and the North American (or European) market as each tries to divert and capture these flows.
His publications consist of articles and chapters in anthologies such as The Routledge Companion to Video Game Studies (Routledge, forthcoming), Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming (ABC-Clio, 2012), Horror Video Games: Essays on the Fusion of Fear and Play (Mc Farland, 2009), The Video Game Theory Reader 2 (Routledge, 2009), and The Video Game Explosion: A History From PONG to Play Station and Beyond (Greenwood Press, 2008).
The paper offers a short history of the origins and the establishment of the Japanese video game industry (from 1973 to 1983).