Upload
nobushige-hichibe
View
155
Download
1
Tags:
Embed Size (px)
Citation preview
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
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.
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 paper1) Ecology of creation of self-produced games2) M ti ti f t d i i f t f ti2) Motivation of creators, and missing factors for creation3) Suggestion of solution of their motivation
Data Sourcea a S
Internet SurveyTo understand creators of self-produced game
Quantitative Survey of Comic MarketQuantitative Survey of Comic MarketTo understand creators distributing activities of self produced game at Comic Market in 2010self-produced game at Comic Market in 2010
Interview SurveyTo understand ecology of self-produced game
Dynamic game (DG) creators; 39 people, 25 circlesDynamic game (DG) creators; 39 people, 25 circlesStatic game (SG) creators; 37 people, 28 circles
– Static games are game which have less decision making g g gopportunity by players compared to DG, such as adventure game and novel game.
Characteristic and volume of Creators
Web Survey ResultGame production experience rate: 13%
Manga 14%, Novel: 23%, Video: 14%produce regularly: 1.3%
– Manga: 2.6%, Novel: 4.7%gTo 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 ResultP t f t tPercentage of game creators among creators participating comic market: 3%
Manga: 66%, Novel: 25%
Motivations of self-productiona p
Four Motivationsnon-economic rewards
the enjoyment of game creation itselfj y ginteraction with othersrecognition from their peers (reputation)g p ( p )
economic reward: moneyMain motivation: non economic rewardsMain motivation: non-economic rewards
annual balance: creators of 70% show a loss
Interaction with othersa0 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 MarketThose who don’t interact with other group: 15%Those who don’t interact with others: 4%
Reputationp a
67
54
30
36
3
6
1
3
0 10 20 30 40 50 60 70 80 90 100
人に見てもらえるのが嬉しい
お祭りの雰囲気が好き 54
45
44
36
41
38
6
11
11
3
2
8
お祭りの雰囲気が好き
多様性が許容されている
友人・知人に会える
39
33
40
46
17
18
5
3
作品を多く頒布できる
ファンや友人が増やせる
19 33 29 19 限定の作品・グッズが買える
強くそう思う どちらかというとそう思う どちらかというとそう思わない 全く思わない
recognition from their peers: 67%g p
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.
Problem: lack of non-economic rewards
1) lack of the enjoyment of game creationTo 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 the g p g genjoyment of accomplishment and motivation for new creation.
2) lack of interaction and reputationTh ’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.
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 sdynamic game>music>static game>manga
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%
Participating events (Comiket Survey)p g ( y)
0% 20% 40% 60% 80% 100%
51 26 9 14
0% 20% 40% 60% 80% 100%
DG
63 12 7 18 SG
23
33
30
32
19
17
28
18
Manga
Music 33 32 17 18 Music
コミケ以外の即売会に不参加 コミケ>他の即売会
コミケ≒他の即売会 コミケ<他の即売会
Interaction (Greeting) (Comiket Survey)(Comiket Survey)
0% 20% 40% 60% 80% 100%
18 50 17 10 2 2
0% 20% 40% 60% 80% 100%
DG
20 50 17 10 3 1 SG
10 45 24 13 4 3 Manga
9 43 22 12 7 7 Music
0人 1~5人 6~10人 11~20人 21~30人 31人以上
SuggestionS ggVoluntary efforts of creators
E t b t tEncouragement between creatorsVoluntary meeting to interact
Support from industry and intermediate groupTo teach how to make gamesTo teach how to make games
Holding of study sessionTeaching 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
Thank Youa
Nobushige HichibeFoundation for MultiMedia [email protected]
Y h k KYuhsuke KoyamaShibaura Institute of Technology [email protected]