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This analysis examines the evolution of the Japanese media mix during the 1980s, specifically focusing on the transition from the blockbuster film-novel-soundtrack model to a "gameic" media mix centered on world-building and interactive engagement. By investigating the Kadokawa Corporation’s strategic shift under Kadokawa Tsuguhiko, the study identifies the 1980s as a pivotal era where television, video games, and print media converged to form a new, interconnected ecosystem.
The primary case study is the Madara project, a multimedia franchise that originated as a manga in the game magazine Marukatsu Famikon. Unlike previous models that licensed existing intellectual property, Madara was an original work designed with role-playing game (RPG) mechanics at its core. The manga incorporated 8-bit aesthetic elements, such as pixelated text and character statistics, to simulate the experience of playing a console game. This approach effectively blurred the lines between narrative consumption and game play, establishing a model where the "world" and its internal rules served as the foundation for various media iterations, including manga, video games, and original video animations (OVAs).
Methodologically, the research draws on historical industry analysis, interviews with key figures such as Kadokawa Tsuguhiko and Ōtsuka Eiji, and an examination of promotional materials and editorial practices from the period. The findings suggest that the "gameic media mix" fundamentally altered the role of the creator, who began to function more like a "game master" overseeing a transmedia universe. Furthermore, this model anticipated contemporary trends in consumer-generated content by actively incorporating fan contributions into the development of the franchise. Ultimately, the study concludes that video games were not merely an ancillary product but a structural force that redefined the Japanese media landscape, necessitating a reorientation of media studies to account for the central role of gaming in transmedia development.
Journal of Games Criticism · 2024