The rise of Chinese games, the complete defeat of Japanese games?

Mondo games Updated on 2024-01-31

In recent years, game developers in China have risen at an astonishing rate. In October this year, Sensor Tower, a U.S. research company, announced the top 100 companies in the world in terms of public sales of mobile games. The top three are occupied by Chinese companies such as Tencent, NetEase, and miHoYo. Shanghai-based miHoYo is a private company with little publicly available information, but it is estimated that the hit Genshin Impact earned $3.7 billion (560 billion yen) in the two years after its launch.

In this year's Halloween, game show, and other events cosplay, characters from China's Genshin Impact and Honkai: Star Railway, and South Korea's Nikke are very popular, and fewer and fewer people cosplay Japanese game characters are also causing a topic on SNS. Now, is "Japanese games taking the world by storm" a thing of the past?

Halloween cosplay, "Genshin Impact" characters are super popular).

Koichi Hosoi (65), a professor at the Faculty of Imaging at Ritsumeikan University in Japan, said bluntly that the national support system is different. 」

He continued.

South Korea has a first-class organization called the Content Promotion Agency, which integrates the cultivation of talents in the entertainment industry such as games, fashion, and animation, overseas expansion, financial support, and public and private sectors.

China's national situation is that the government and the people are truly integrated, and if it can earn foreign currency, the state will not hesitate to support it. I call this the "Content Magic Circle". In China, for example, if a comic is a big hit, it quickly establishes a mechanic that can be made into both a movie and a game. And it's not a low-budget production, it's a work created in a short period of time after fully understanding its worldview, and I was surprised by the speed with which it continues to spread to other **. 」

Professor Koichi Hosoi).

In Japan, in contrast to the situation, the game is in charge of a private company. Although there is a knack for letting other ** gradually expand popular works, there are procedures that are implemented by each company, and first of all, this skill will not be leaked to the outside world. Even if venture capital firms try to take on all aspects of the response, large companies will not follow this process. It has to be said that in Japan, there is a scarcity of activities like South Korea, where the government and the private sector take the lead and enter the overseas market as a whole.

Japan still retains the best works of the past, and it is time to carry out structural reform when it has its advantages. Both Pokémon and Super Mario are popular all over the world. However, when Chinese and Korean game content rises and generations change, Japanese game content may not make the list.

Now is the time to find a way to change, the domestic market in Japan is not bad, as long as there is a mobile game that is popular, there will be a fee system called "krypton", and there will be profits in a few years. However, the declining birthrate, which has accelerated faster than expected, has led to a rapid contraction of the domestic market.

It's not just a popular game, if you make the high-quality content that was deposited as an asset in the past into a cycle from games to movies, TV series, and comics like overseas, you can generate huge profits. The most important thing is to cultivate new talent ...... in various fields.

Japan's share of the global gaming market is declining year by year. According to Professor Hosoi, Japan's market share was 35% in 2001, but in 2014 it was reduced to 193%, only 134%。

In the Japanese anime industry, which has swept the world, there are also talented people who work for American companies with a high degree of freedom of expression and deep pockets, such as Netflix. When talented people in Japan work in foreign-affiliated companies, overseas companies will prosper. In Japan, talent is drying up, and a negative spiral is moving forward.

It is essential to improve and advance the preservation environment of the game documentation. For example, there are about 1,200 types of software for the red and white machine, and research institutes in the United States, Europe, and South Korea have collected and stored a large number of game materials, including the red and white machine, and there are also collections with rich collections. On the other hand, in Japan, the National Diet Library, some universities, and private organizations collect and store related materials, but they are all small-scale and have problems with their operation.

There's a lot of Japanese game content that is buried. There are also many small fires in works that are buried before the light of day. We need to start by formulating strategies, learning from data, creating content that can be used internationally, and nurturing talent. 」

miHoYo's Genshin Impact is heavily influenced by Japanese games. Since 2000, the use of home game consoles has been banned in China for 13 years due to "adverse effects on young people". Even so, people in China have overcome strict regulations to play on home console-compatible consoles known as "red and white machines."

The seeds of the game sown in Japan have brought a deep, long-lasting stimulus to the world's creators and consumers. However, in Japan, where it originated, some people still think that it is a "child's toy". (Professor Hosoi).

Professor Hosoi pointed out that the word "culture" also means "farming". Isn't it the last chance to discover and nurture the next generation of talent?

However, some Japanese netizens think that Professor Hosoi's statement is inappropriate, based on the premise of "Japanese game decline", only comparing the sales of mobile games, and Nintendo's annual sales are 10 billion US dollars.

What do you think of the game?

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