![]() ![]() ![]() Table of contents : Preface Contents Chapter 1: History of the Game Industry 1.1 What Is the History of the Game Industry? 1.2 Historical Classification of the Game Industry: Overview of Industry History 1.3 Markets in the 2D Era 1.3.1 Characteristics of the Three Markets 1.3.2 Characteristics of Each Market by Platform Performance 1.4 Behavioral Principles of Market Participants 1.5 Summary Chapter 2: Arcade Games (1): From Elemecha to Video Games 2.1 The Dawn of Japan´s Entertainment Machine Industry: The Prehistory of Arcade Game Companies 2.2 The Importation of PONG and the Emergence of Computer Games 2.3 First Intellectual Property Infringement Issue: Namco F1 2.4 Space Invaders and Its Social Impact 2.5 Establishment of Intellectual Property Rights 2.6 Post-Space Invaders: Galaxian and Beyond 2.7 Summary: Two Technological Shifts Chapter 3: PC Game (1): Establishing the 8-Bit Trinities 3.1 Birth of the Personal Computer 3.2 The Early Days of the PC Game Industry 3.2.1 Shops and Magazines 3.2.2 The Birth of Software Companies 3.3 Convergence of the PC Market 3.3.1 Market Convergence Through Competition and Selection 3.4 Conclusion: Early Independence of Japan´s PC Game Industry Chapter 4: Console Games (1-1): Beyond the Crash-The Birth of the Family Computer 4.1 Early Days of Home Game Consoles in Japan 4.1.1 The Era of Hardware-Based Home Game Consoles 4.1.2 Success of Electronic Games and Game & Watch 4.1.3 Early Days of Cartridge-Type Game Consoles in Japan 4.1.4 Personal Computers for Gaming 4.2 Rise of the Family Computer (Famicon) 4.2.1 Development of Family Computer 4.2.2 Sales of Family Computer 4.2.3 Failure of the Disk System 4.3 Massive Participations of Third-Party Vendors into Famicom 4.3.1 Third-Party Participation and Its Impact 4.4 Summary: Expanding the Diversity of Games and the Independence of Home Gaming Consoles Chapter 5: Arcade Games (2): Shock of Act on Control and Improvement of Amusement Business, Etc. ![]()
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