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Creating New Demand: The Competition, Formation of Submarkets, and Platforms

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Part of the book series: Evolutionary Economics and Social Complexity Science ((EESCS,volume 12))

Abstract

How do companies go about creating demand? This chapter presents the case of console games (home video games) in Japan. This market was formed as a completely new market in the 1980s. The early days of software for consoles (game software) are described, and the process of creating demand for this market is considered. Emphasis is placed on the impact of corporate competition on genres, the formation of submarkets, and platforms. Especially, we discuss the contribution of Space Invaders as a successful predecessor and the role of the Family Computer as a platform. Game software relies on an open architecture with paired (complementary) products. Since these markets are open, it is difficult to define them in a simple and consistent manner. Rather, they are more like agglomerations of multiple submarkets, within which interactions among companies take place. Diversity both within and across these submarkets attracts large numbers of consumers. Therefore, multiple submarkets coexist within the video game market and create huge demand as a whole. The combination of a platform and a successful predecessor enabled the coexistence of submarkets, brought about competition among companies, and was a driving force that stimulated vigorous demand for game software.

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Notes

  1. 1.

    Games using computers can be categorized according to the hardware used. Computer games using hardware specifically designed to play games at home are called console games. A console game combines specialized hardware and the software running on that hardware. Other types of computer games are arcade games, using hardware for playing games in public businesses; PC games, using personal computers; handheld console games, using portable gaming hardware; and so on.

  2. 2.

    These figures exclude games that were merely different versions of existing products but ran on specific hardware (platforms). If these are included, the number of products increases to 9879.

  3. 3.

    For the history of home video games prior to 1983, see Fujita (1998, 1999a, 1999b, 2006), Akagi (2005), Uemura et al. (2013), Nakamura (2016), and Kondo (2017).

  4. 4.

    Arcade games are games placed by businesses in public places (bars, shopping malls, amusement arcades). Because arcade games used more expensive hardware than home video game consoles, technological standards remained high until the 1990s. See Akagi (2005) regarding the vicissitudes of the arcade game industry.

  5. 5.

    A classic Japanese game resembling tic-tac-toe.

  6. 6.

    The term “genre,” used loosely by both companies and users, is a subjective determination of product classification, rather than an objective indicator of product content. This chapter uses the term “genre” consistently with its usage by Ambit Inc. See Ikuine (2012) for the pros and cons of using “genre” as an index.

  7. 7.

    The breakdown of companies that introduced the first product in a genre are Nintendo with six genres, Namco with one genre, Hudson with one genre, Enix with two genres, SoftPro with one genre, and Toshiba EMI with one genre.

  8. 8.

    Fujii (2017) describes the early days of the RPG submarket and analyzes the strategies of Enix and Square, emphasizing the rivalry between the two companies, top management’s strategic decision-making, and the process of building a business system, along with organizational capability. This section is based on Fujii’s analysis.

  9. 9.

    This is also known as “J-RPG” because of its unique content.

  10. 10.

    Million sellers are products that have logged unit sales of 1 million or more. As the penetration of game consoles in Japanese homes at 10 million devices is considered to be the de facto standard, titles that have penetrated 10% of this hardware market are viewed as successful. See Ikuine (2012) for further details.

  11. 11.

    There were only two million-seller RPGs released by other companies, i.e., one by Nintendo and one by Sony Computer Entertainment (SCE).

  12. 12.

    Nevertheless, the so-called platform paradox proposed by Wada et al. (2014) occurred simultaneously.

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Correspondence to Fumihiko Ikuine .

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Ikuine, F. (2018). Creating New Demand: The Competition, Formation of Submarkets, and Platforms. In: Fujimoto, T., Ikuine, F. (eds) Industrial Competitiveness and Design Evolution. Evolutionary Economics and Social Complexity Science, vol 12. Springer, Tokyo. https://doi.org/10.1007/978-4-431-55145-4_11

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