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DiGRA
A CESA survey found that 62 percent of Japanese developers worked on smartphone games in 2016, compared with 39 percent on console titles.
This paper examines how developers working on mobile games in Japan conceptualize their work, their products, and their audiences, with particular attention to the emerging operations ("unnei") function that manages live games through regularly scheduled in-game events. Its central argument is that many mobile developers regard their products as ongoing services rather than finished games, orienting design toward immediate, frequent pleasure for users and treating the most engaged, and often highest-spending, players as the primary reference point for changes to rules, art, and design.
The paper situates this shift within broader market data. It cites Famitsu figures showing the domestic online mobile game market growing from roughly 800 million to 5.8 billion yen between 2010 and 2014, and a CESA survey finding that 62 percent of Japanese developers worked on smartphone games in 2016 compared with 39 percent on console titles. Together these figures are presented as evidence that the majority of Japanese studios now build for platforms that were marginal roughly a decade earlier, with long-term monetization becoming the dominant development logic.
The scope is Japan's mobile games industry, with the author drawing on semi-structured interviews, conducted in Japanese and English, with developers at several studios in central Tokyo, some of which also produce console games. The paper frames operations staff as analogous to below-the-line workers in film and television, who are often contracted, central to the audiovisual experience, and rarely credited for creative contributions. Developers' accounts of "omotenashi" hospitality and the concept of kimochii, or "pleasant feeling," are used to illustrate a service ethos that the paper links partly to the IT-firm origins of many Japanese game companies. The author concludes that it remains open whether this service orientation marks the limits of commercially produced mobile games.
GameMakers · 2021