Ideation and concept
Indeed the Japanese video game industry has been ruling the industry across numerous decades.With their passion for animation and good graphics,it’s no surprise that Japanese game creators excel in adapting games to customer’s needs.
Despite the fact that Japan did not originate video games or come up with the concept of video games,the eastern country has fully embraced the concept.When a Japanese person likes an idea,they will use modern and innovative technology to generate hundreds of copy of the same idea,indicating that they are always seeking for the best of everything.
Nonetheless, the influence is attributable to the linkage of cultural allusions between two countries when discussing its impact in the United States.
Methodology
I was hoping to acquire more knowledge because the approach to this topic was highly Research-based, but I wasn’t able to get the desired information because there weren’t many people who had analysis to this conversation and the analysis was extremely brief. I lost motivation doing research due to the lack of researches.
However,because I grew up in an atmosphere where video games are quite popular,I grew up watching my siblings and cousins play video games on a daily basis,and I’ve seen a significant impact on their development.
I’ve noticed that my brothers and cousins have trouble adjusting to the real world and have irregular sleeping and eating patterns,which concerns me because they may be vulnerable to health issues and mental diseases.
Background Research
The most approachable information we can discover whenever the consequences of video games are discussed is the negative aspects of gaming,such as blaming video games for violence.Gaming,on the other hand,has a lot of good consequences.
A study was conducted in which healthy adults were trained using video games.As a consequence,the video games group exhibited improvements in visospatial working memory,episodic memory and short term memory.
The authors came to the conclusion that gaming can aid memory retention and promote brain plasticity.”Since the brain naturally loses its ability to perform and retain memory,this study shows that how using video games as a therapy or treatment could have long term benefits to the brain.”.
In terms of economy,the Japanese video game business was valued at 1.66 trillion yen in 2020,and is predicted to reach about 1.9 trillion yen by 2027.While generating the most consoles, it is ranked second in terms of income and revenue.
Cosplay was first popularized in Japan, particularly in relation to anime. Given the overlap in the audiences of Japanese games and anime, it’s unsurprising that it soon bled over into gaming as well, and not just in Japan but the West.
For Example, the Japanese game Tekken is a fighting game with a large number of characters to choose form, and in the United States, we have Mortal Combat, which has a similar concept and premise to Tekken.
Another example of a Japanese pop culture phenomenon that has become immensely famous in the United States is Pokemon, which you may have heard of. A wild nindendo franchise that was eventually reimagined as a weekend morning cardoon and a trading card game, as well as being relevant through the platforms listed above.
Excessive video gaming, like majority of things,has its drawbacks.Many studies have demonstrated that video gaming had a negative impact on people’s overall health,particularly psychologically and physically.Excessive video gaming has been linked to maladaptive coping techniques,low self-esteem,lack of social skills and unhealthy eating patterns.
Using search terms linked to e-sports or video-gaming and lifestyle behaviours, a systematic review and meta-analysis was undertaken in English-language publications published since 2011 through PubMed, Web of Science (WOS), and Bielefield Academic Search Engine (BASE). As a result, they found 3694 studies that met the inclusion criteria. The study found a link between online video gaming, including eSports participation and consumption, and poor lifestyle outcomes such as lack of physical activity, increased body mass index (BMI), sedentary behavior, and poor nutrition and dietary habits.
“There is a large body of research on how violent video games increase aggression and impair social information processing.” A different body of research shows that playing a lot of violent video games can lead to pathological gaming, often known as addiction or Internet Gaming Disorder,” said study author Thomas F. Denson, a psychology professor at the University of New South Wales.
“Pathological gaming happens when people prioritize playing violent games over other aspects of their lives, even if doing so impairs relationships, academic pursuits, work, or mental health.”
Another study hypothesised on physical lifestyle issues, such as bad posture, wrist and neck pain, as a result of the sedentary lifestyle produced by heavy gaming.
Utility
The main purpose of my research was to not only allow myself to gain knowledge on the origin of gaming success in Japan and Its mergence in the USA market. I hope through this research, those that have zero first hand knowledge like me could learn about both the trend of video games and the harms of being addicted to gaming.
My Opinion After the Research
The video game business has undergone enormous transformation, both technologically and culturally, in only a few short decades, and the pace of that transition is only accelerating. Today, competitions between the best players in popular games like Fortnite and League of Legends are aired live to millions of viewers, and thousands of fans pack stadiums to cheer on their favorite players.
The concept would have been unthinkable just three decades ago, when gamers gathered in droves at local arcades and the internet wasn’t even a thing (dark days). For them, esports meant competing against the local high scores on arcade machines like Pac-Man and Space Invaders, to little praise and a lot of money.
The virtual environment appears to be the next frontier for gaming and its culture. It’s not difficult to envision live gaming events taking place within virtual venues attended by millions of other headset-wearing people.
Those in attendance might roam about the virtual stadium at their leisure, perhaps testing out the new Thai restaurant at intermission, the flavors of which would be transmitted to your tongue via the headset’s lip strip.
We could also see the emergence of a slew of VR worlds in which users not only experience fully immersive virtual worlds, but also earn money to pay their real-world bills, whether by watching advertising, doing virtual work for another player, or receiving daily cash prizes for in-game achievements.
In a conceivable future world where unemployment rises owing to automation and a Universal Basic Income becomes a reality, the unemployed masses with too much time on their hands are likely to spend more and more of it playing video games, ushering in yet another huge shift in the gaming zeitgeist.
Whatever happens, the only thing we can count on when it comes to gaming and its culture is the unexpected.
I just hope that parents and guardians monitor themselves and their children from an early age regarding the side effects of playing violent video games.
Response to feedbacks
My classmates left me some valuable comments after my video, they taught me ways and enhanced my knowledge on first-hand gaming since I’m not one.i could think from another aspect after their opinions. My topic had gotten very tough for me, I appreciate my classmates for suggesting me different elements iff video gaming that I could discuss in my DA and final report.
I still need to work on why video making and editing skills.
Overall Trajectory
Initially, I wanted to clearly compare the game styles of the east and west but studies on this research was not sufficient. That would’ve been a much successful research but the lack of resources and analysis made me give up all my motivation and I had to take a step back and do a simpler research on this topic instead. I found that the research on Japans success was sufficient as well as the negative impacts of video games was more than enough. Therefore, I tended to work in this direction instead.
Success and limitations
Success :
A lot of research was present on my current topic
I explored more on different genres of games
Limitations :
A handful of researches were vague
Research was more opinion based
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