Japan’s arcade games and their technology

2Citations
Citations of this article
3Readers
Mendeley users who have this article in their library.

This article is free to access.

Abstract

The Japanese computer entertainment market is $20 billion in size. Of that, the arcade market makes up the biggest share of revenue ($6 billion), with the home market and mobile phone market following at $3.5 billion and $2 billion, respectively. Abroad, however, home console gaming dominates and revenues from arcades make up only a small portion of the total market. In this session, I will introduce the arcade machines and supporting technology, discuss reasons for the enduring widespread popularity of arcade gaming in Japan, and explore potential directions for the future of arcade technology.

Cite

CITATION STYLE

APA

Sambe, Y. (2009). Japan’s arcade games and their technology. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 5709, p. 338). Springer Verlag. https://doi.org/10.1007/978-3-642-04052-8_62

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free