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Western indie and Japanese dōjin games are frequently juxtaposed but had not been systematically compared.
Mikhail Fiadotau's study argues that Western "indie" games and Japanese "dōjin" games are frequently juxtaposed but have never been systematically compared, and it seeks to bridge English- and Japanese-language scholarship through a multilayered method examining conceptual, historical, media-ecological, and textual dimensions. Its central contention is that the two traditions, though often treated as parallel or equivalent, differ fundamentally in how they define themselves and where they sit within wider media culture. Indie is defined by creative independence from corporate mainstream production, a rhetoric that has broadened even as indie increasingly overlaps with mainstream distribution. Dōjin, by contrast, grows out of communal, like-minded circles that do not oppose mainstream media and that trace roots to Meiji-era literary groups and to the Comiket fairs founded in 1975.
The study's comparison of media ecologies is among its most significant findings. Indie games operate as separately evolving scenes with little cross-media exchange, while dōjin forms a tightly interwoven transmedia continuum in which stories and characters regularly migrate into anime, manga, and other forms. Distribution patterns reinforce this divide. Dōjin games rely heavily on offline channels, including bookstores, specialty shops, and Comiket, which drew roughly 35,000 circles and over half a million visitors in 2016, whereas indie games are primarily digital. Dōjin communities also avoid formal competition and awards, measure success by audience size, and skew female, with over 65 percent of Comiket circle members in 2011 being women. Copyright ambiguity, a historical association with explicit content, and an apolitical stance have kept dōjin games largely on PC platforms, while indie games have spread across consoles.
On formal and thematic grounds, the study finds that indie games retain political potential rooted in their origins but have largely drifted toward aesthetic sensibility; as of April 2018, only one of Steam's top 20 indie bestsellers explicitly addressed gender and none engaged real-life politics. Indie titles are also more formally experimental, while dōjin games mostly remain within traditional genres such as visual novels, shooters, and RPGs. Ultimately, the author concludes that the boundary between the two is blurring and that both should be understood as plural participatory cultures rather than a single unified movement.
The Game Business · 2025