Skip to main content

In-Game Purchases and Event Features of Mobile Social Games in Japan

  • Chapter
  • First Online:
Transnational Contexts of Development History, Sociality, and Society of Play

Part of the book series: East Asian Popular Culture ((EAPC))

Abstract

The mobile social game market is expanding rapidly, and this study analyzed in-game purchases and limited-time event features of 31 popular mobile social games selected by young people (N = 2660) in Japan during November 2013. The results showed that in-game purchases were provided in 97% (30 games) of 31 games, and at least one of event features was found in 90% (28 games) of the games. Among the in-game purchases, gacha, roulette or lottery was one of the most frequent categories, and the payments for restoring stamina or health or for proceeding with the story was the other most frequent category. Both categories were found in 87% (27 games) of the games. Among the limited-time only event features, the limited-time only gacha was the most common and found in 84% (26 games), and the most expensive limited-time only gacha was more likely to be more expensive than the most expensive normal gacha.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

eBook
USD 16.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 129.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 129.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Game References

  • Acquire. 2013. Divine gate [Google Play/App Store], GungHo Online Entertainment, Tokyo Japan: Played February and March, 2014.

    Google Scholar 

  • Ambition. 2011. Animal boyfriend [GREE], Ambition, Tokyo Japan: Played February and March, 2014.

    Google Scholar 

  • ———. 2012. Fairy doll [GREE], Ambition, Tokyo Japan: Played February and March, 2014.

    Google Scholar 

  • Ateam. 2011. AKB stage fighter [GREE], GREE, Nagoya Japan: Played February and March, 2014.

    Google Scholar 

  • Bandai Namco Entertainment. 2011. Gundam card collection [Mobage], Bandai Namco Entertainment, Tokyo Japan: Played February and March, 2014.

    Google Scholar 

  • ———. 2012. One piece grand collection [Mobage], Bandai Namco Entertainment, Tokyo Japan: Played February and March, 2014.

    Google Scholar 

  • Cyber Agent. 2012. Girl friend (beta). [Ameba], Cyber Agent, Tokyo Japan: Played February and March, 2014.

    Google Scholar 

  • Cygames. 2011. Rage of Bahamut [Mobage], Cygames, Tokyo Japan: Played February and March, 2014.

    Google Scholar 

  • DeNA. 2010. Nouen hokkorina [Mobage], DeNA, Tokyo Japan: Played February and March, 2014.

    Google Scholar 

  • ———. 2011. Idol m@ster Cinderella girls [Mobage], DeNA, Tokyo Japan: Played February and March, 2014.

    Google Scholar 

  • GREE. 2008. Hakoniwa [GREE], GREE, Tokyo Japan: Played February and March, 2014.

    Google Scholar 

  • ———. 2011. Tanken driland [GREE], GREE, Tokyo Japan: Played February and March, 2014.

    Google Scholar 

  • GungHo Online Entertainment. 2012a. Princess punt sweets [Google Play/App Store], GungHo Online Entertainment, Tokyo Japan: Played February and March, 2014.

    Google Scholar 

  • ———. 2012b. Puzzle and dragons [Google Play/App Store], GungHo Online Entertainment, Tokyo Japan: Played February and March, 2014.

    Google Scholar 

  • King Digital Entertainment. 2012. Candy crush saga [Google Play/App Store], King Digital Entertainment, London UK: Played February and March, 2014.

    Google Scholar 

  • Klab. 2012. Love live! School idol festival [App Store/Google Play], Bushiroad, Tokyo Japan: Played February and March, 2014.

    Google Scholar 

  • Konami Digital Entertainment. 2010a. Dragon collection [GREE], Konami Digital Entertainment, Tokyo Japan: Played February and March, 2014.

    Google Scholar 

  • ———. 2010b. Sengoku collection [Mobage], Konami Digital Entertainment, Tokyo Japan: Played February and March, 2014.

    Google Scholar 

  • Kuma the Bear. 2013. Quiz RPG: The world of mystic Wiz [Google Play/App Store], COLOPL, Japan: Played February and March, 2014.

    Google Scholar 

  • LINE. 2012a. LINE POP [LINE], LINE, Tokyo Japan: Played February and March, 2014.

    Google Scholar 

  • ———. 2012b. LINE bubble [LINE], LINE, Tokyo Japan: February and March, 2014.

    Google Scholar 

  • ———. 2013a. LINE pokopan [LINE], LINE, Tokyo Japan: Played February and March, 2014.

    Google Scholar 

  • ——— 2013b. LINE windrunner [LINE], LINE, Tokyo Japan: Played February and March, 2014.

    Google Scholar 

  • Mobcast. 2010. Moba pro [Mobcast], Mobcast, Tokyo Japan: Played February and March, 2014.

    Google Scholar 

  • Mobility Ware. 2010. Solitaire [Google Play /App Store], Mobility Ware, Irvine USA: Played February and March, 2014.

    Google Scholar 

  • PONOS. 2012. Battle cats [App Store/Google Play], PONOS, Kyoto Japan: Played February and March, 2014.

    Google Scholar 

  • SEGA. 2013a. Puyopuyo! quest [App Store/Google Play], SEGA, Tokyo, Japan: Played February and March, 2014.

    Google Scholar 

  • ———. 2013b. Chain chronicle [Google Play/App Store], SEGA, Tokyo Japan: Played February and March, 2014.

    Google Scholar 

  • Supercell. 2012a. Clash of clans [App Store/Google Play] Supercell, Helsinki Finland: Played February and March, 2014.

    Google Scholar 

  • ———. 2012b. Hay day [App Store/Google Play], Supercell, Helsinki Finland: Played February and March, 2014.

    Google Scholar 

  • Voltage. 2011. My forged wedding [GREE], Voltage, Tokyo Japan: Played February and March, 2014.

    Google Scholar 

Bibliography

  • Anderson, Chris. 2009. Free: How today’s smartest businesses profit by giving something for nothing. New York: Hyperion.

    Google Scholar 

  • App Annie. 2015. “App Annie Index: 2014年総括 アプリ市場動向レポート[App Annie Index: 2014 summary; A report about trends of application market].” Obtained as “App-Annie-Index-2014-Retrospective-jp. pdf” by signing up for App Annie.

    Google Scholar 

  • ———. 2016. “App Annie 2015 retrospective.” Obtained as “App-Annie-2015-Retrospective-EN” by signing up for App Annie.

    Google Scholar 

  • 新井範子[Arai, Noriko]. “ソーシャルゲームにおけるユーザーの心理特性と課金行動の関連性について [The analysis of the social psychological factors that influence the enthusiasm of social game],” 上智経済論集 [Sophia Economic Review], 58 (March 2013): 277–287.

    Google Scholar 

  • Computer Entertainment Supplier’s Association (CESA). 2014. 2014 CESA games white paper. Tokyo: CESA.

    Google Scholar 

  • ———. 2016. 2016 CESA games white paper. Tokyo: CESA.

    Google Scholar 

  • Consumer Affairs Agency, Government of Japan. 2015. White paper on consumer affairs 2014 summary, Accessed 30 May 2015, http://www.caa.go.jp/en/pdf/whitepaper2014_1.pdf

  • De Vere, Kathleen. 2012. Japan officially declares lucrative kompu gacha practice illegal in social games, Social Times. http://www.adweek.com/socialtimes/japan-officially-declares-lucractive-kompu-gacha-practice-illegal-in-social-games/525608?red=im. Accessed 20 Sept 2015.

  • Elson, Malte et al. 2014. More than stories with buttons: Narrative, mechanics, and context as determinants of player experience in digital games. Journal of Communication 64(3): 521–542. http://onlinelibrary.wiley.com/doi/10.1111/jcom.12096/. Accessed 1 June 2015.

    Google Scholar 

  • エンターブレイン[Enterbrain]. 2014. ファミ通ゲーム白書2014 [Famitsu game white paper 2014], Tokyo: Kadokawa.

    Google Scholar 

  • Griffiths, Mark. 1995. Adolescent gambling. London: Routledge.

    Google Scholar 

  • GungHo Online Entertainment, Puzzle & Dragons Guide & Tutorials, 2013. http://puzzleanddragons.us/guides-tutorials/introduction/. Accessed 6 Aug 2015.

  • 井上理[Inoue, Osamu]. 2012a. “行き過ぎたソーシャルゲーム GREEで不正行為の内幕:無法の「換金市場」と「射幸性」[Excessive social games: Cheating found inside games of GREE; Outlaw ‘real money trade market’ and ‘nature that arouses speculative spirit’].” Nikkei. http://www.nikkei.com/article/DGXBZO39032660T20C12A2000000/. Accessed 31 May 2015.

  • ———. 2012b. “続・行き過ぎたソーシャルゲーム 依然残る「射幸心」:「ガチャ依存」か「脱ガチャ」か 健全化への分水嶺[Exessive social games 2: ‘Dependence on gacha’ or ‘departs from gacha’ watershed for social acceptance]. Nikkei. http://www.nikkei.com/article/DGXZZO41687870S2A520C1000000/. Accessed 31 May 2015.

  • 総務省情報通信政策研究所調査研究部 [Institute for Information and Communications Policy (IICP) Ministry of Internal Affairs and Communications (MIC) ]. 2014. 平成25年度ICT新興分野の国際展開と展望に関する調査研究報告書ICT [A survey research report on ICT international development and outlooks of new ICT areas], IICP. http://www.soumu.go.jp/iicp/chousakenkyu/data/research/survey/telecom/ 2014/2014game.pdf. Accessed 31 May 2015.

  • 日本玩具協会[Japan Toy Association]. 2016. 2015年度国内玩具市場規模 [Domestic market size in 2015], June, 2016. http://www.toys.or.jp/pdf/2016/2015_sijyoukibo_zenpan.pdf. Accessed 3 Aug 2016.

  • Juul, Jesper. 2005. Half-real: Video games between real rules and fictional worlds. Cambridge, MA: MIT Press.

    Google Scholar 

  • カドカワ[Kadokawa dwango]. 2016. ファミ通ゲーム白書2016 [Famitsu game white paper 2016]. Tokyo: Kadokawa dwango.

    Google Scholar 

  • 走り続ける男たち:モバマス廃人[Men who continue running (for events). 2013. Addicts of Idolm@ster for Cinderella girls in Mobage]. 三才ムック[Sansai mook], 622. 三才ブックス[Sansai books]. [Kindle version]. http://www.amazon.co.jp/. Accessed Sept 2013.

  • 三菱総合研究所[Mitsubishi Research Institute]. 2013. 平成24年度コンテンツ産業強化対策支援事業(ネットワーク系ゲーム環境整備研究事業)報告書[A report about a project of supporting strategies of content industry (a research project of reconstructions of environment of networking games)]. http://www.meti.go.jp/meti_lib/report/2013fy/E002770.pdf. Accessed 1 June 2015.

  • 国民生活センター [National Consumer Affairs Center of Japan (NCAC)]. 2013. “大人の知らない間に子どもが利用! オンラインゲームのトラブルにご注意を”[Adults do not notice that children are playing! Be careful of troubles in online games].” Press Release, December, 2013. http://www.kokusen.go.jp/pdf/n-20121220_2.spdf. Accessed 6 Aug 2015.

  • National Consumer Affairs Center of Japan (NCAC). 2014. Online gaming troubles involving children continue to grow: Discuss gaming as a family, and carefully manage your credit cards! NCAC News 25(6): 4–5. http://www.kokusen.go.jp/e-hello/data/ncac_news25_6.pdf. Accessed 6 Aug 2015.

  • 国民生活センター相談情報部情報通信チーム[National Consumer Affairs Center of Japan, Consultation Information Division, Information Technology Team]. 2016. オンラインゲームに関する消費生活相談[Consumer affairs consultation information on online games]. http://www.caa.go.jp/adjustments/pdf/160324shiryo2.pdf. Accessed 18 Aug 2016.

  • 野島美保[Nojima, Miho]. 2008. 人はなぜ形のないものを買うのか:仮想世界のビジネスモデル[Why do people buy shapeless items?: A business model of virtual worlds]. Tokyo: NTT publishing.

    Google Scholar 

  • ———. 2011. “ソーシャルゲームにおける日本型データ・ドリブンのあり方とは[How should the Japanese model of data-driven in social games?],” Business Media Makoto. http://bizmakoto.jp/makoto/articles/1109/22/news015.html. Accessed 4 Mar 2014.

  • Paavilainen, Janne, Hamari, Juho, Stenros, Jaakko, and Kinnunen, Jani. 2013. Social network games: Players’ perspectives. Simulation and Gaming 44(6): 794–820. http://sag.sagepub.com/content/44/6/794. Accessed 31 May 2015.

  • Puzzle & Dragons. 2012. 究極攻略データベース [Puzzle & Dragons Ultimate Strategy DB], http://pd.appbank.net/guide/top. Accessed 6 Aug 2015.

  • Schmierbach, Mike. 2009. Content analysis of video games: Challenges and potential solutions. Communication Methods and Measures 3(3): 147–172. http://www.tandfonline.com/doi/abs/10.1080/19312450802458950#.VWss3pUw_IU. Accessed 31 May 2015.

    Google Scholar 

  • Scott, William A. 1955. Reliability of content analysis: The case of nominal scale coding. Public Opinion Quarterly 19(3): 321–325.

    Article  Google Scholar 

  • 渋谷明子・寺本水羽・祥雲暁代[Shibuya, Akiko, Teramoto, Mizuha, and Shoun, Akiyo]. 2014. “ソーシャルゲームにおける課金とソーシャル性:人気モバイルゲームの系統的分析[Micro-payments and social features of social games: A systematic analysis of popular mobile games in Japan-],” (paper presented at the Summer Research Conference of Digital Games Research Association Japan (DiGRA JAPAN), Tokyo, August, 24). http://digrajapan.org/summer2014/S09B.pdf. Accessed 19 Aug 2016.

  • Shibuya, Akiko, Teramoto, Mizuha, and Shoun, Akiyo. 2015. Systematic analysis of in-game purchases and social features of mobile social games in Japan. (paper presented at Digital Games Research Association 2015 Conference (DiGRA2015), Luneberg, Germany, May, 16. http://www.digra.org/wp-content/uploads/digital-library/137_Shibuya_etal_Systematic-Analysis-of-In-game-Purchases.pdf. Accessed 19 Aug 2016.

  • Shibuya, Akiko, Mizuha Teramoto, and Akiyo Shoun. 2017. Toward individualistic cooperative play: A systematic analysis of mobile social games in Japan. In Mobile gaming in Asia, mobile communication in Asia: Local insights, global implications, ed. D.Y. Jin, 207–225. Dordrecht: Springer.

    Chapter  Google Scholar 

  • 新清士[Shin, Kiyoshi]. 2012. “ソーシャルゲームが抱える潜在的リスク:「射幸心」あおる仕組みとは[Potential risks of social games: A system that arouses ‘speculative spirit’], Nikkei. http://www.nikkei.com/article/DGXZZO38258340U2A120C1000000/?df=4. Accessed 31 May 2015.

  • Smith, Stacy L., Lachlan, Ken, and Tamborini, Ron. 2003. Popular video games: Quantifying the presentation of violence and its context. Journal of Broadcasting & Electronic Media 47(1): 58–76. http://www.tandfonline.com/doi/abs/10.1207/s15506878jobem4701_4;. Accessed 31 May.

    Google Scholar 

  • 田中辰雄・山口真一[Tatsuo Tanaka, and Shinichi Yamaguchi]. 2015. ソーシャルゲームのビジネスモデル:フリーミアムの経済分析[Business model of social games]. Tokyo: Keisoshobo.

    Google Scholar 

  • 寺本水羽・渋谷明子・秋山久美子[Teramoto, Mizuha, Shibuya, Akiko, and Akiyama, Kumiko]. 2014. “ソーシャルゲームの利用動機と利用状況:モバイル・インターネット調査の報告[Game playing motivations and micro-transactions: A mobile-Internet survey on social game players].” Proceedings of the 2014 Spring Conference of Japan Association of Simulation and Gaming (JASAG), 10–15. Chiba-Matsudo, Japan.

    Google Scholar 

  • 上原茂樹[Uehara, Shigeki]. 2012. “「ガチャ」ビジネスの創業者として、お客さまに夢を提供する:カプセル玩具運営事業(株)ペニイ” [As a founder of “gacha” business, a capsule toy management business company Penny has provided dreams to customers],” アミューズメント産業 [Amusement Industry], 41: 36–38.

    Google Scholar 

  • Williams, Dmitri et al. 2009. The virtual census: Representations of gender, race and age in video games. New Media & Society 11(5): 815–834. http://nms.sagepub.com/content/11/5/815.full.pdf+html. Accessed 31 May 2015.

    Google Scholar 

  • Wilson, Barbara J., et al. 1997. Violence in the television programming overall: University of California, Santa Barbara study. In National Television Violence Study, vol 1, 3–268. Newbury Park, CA: Sage.

    Google Scholar 

  • 山口真一[Yamaguchi, Shinichi]. 2014. ソーシャルゲーム・ユーザの行動決定要因:ネットワーク効果の実証分析” [Behavioral determinants of social game users: Empirical analysis of the network effect]. InfoCom Review 62: 2–17.

    Google Scholar 

Download references

Acknowledgments

This study was funded by JSPS KAKENHI Grant Number JP25380857.

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 The Author(s)

About this chapter

Cite this chapter

Shibuya, A., Teramoto, M., Shoun, A. (2016). In-Game Purchases and Event Features of Mobile Social Games in Japan. In: Lee, S., Pulos, A. (eds) Transnational Contexts of Development History, Sociality, and Society of Play. East Asian Popular Culture. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-43820-7_4

Download citation

Publish with us

Policies and ethics