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http://www.***.net An analysis of a suppression factor in game self-production in Japan in game self production in Japan -from the view of “non-economic” rewards in game creation activities Nobushige Hichibe Yuhsuke Koyama Yuhsuke Koyama

An analysis of a suppression factor in game self-production in Japan -from the view of “non-economic” rewards in game creation activities

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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.

Self-Produced GameS Ga

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

6

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 

11 

11 

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 

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]