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Toward Individualistic Cooperative Play: A Systematic Analysis of Mobile Social Games in Japan

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Mobile Gaming in Asia

Abstract

This study examines the social features of the 31 most popular games in Japan’s rapidly expanding mobile social game market, as ranked through a survey of 2660 teenagers and young adults in November 2013. Results showed that all 31 games had at least one of the three social features, namely, connections to social networking services (SNSs), competition, and cooperation. In the games, SNS connections were present in 84 % of games, competition in 87 % of games, cooperation in 94 %. Among the cooperative features, individualistic cooperative play was more prevalent than team play.

The original version of this chapter was revised. An erratum to this chapter can be found at http://dx.doi.org/10.1007/978-94-024-0826-3_14

An erratum to this chapter can be found at http://dx.doi.org/10.1007/978-94-024-0826-3_14

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Notes

  1. 1.

    A major part of this study was first presented in Japanese at the Summer Research Conference of the Digital Games Research Association Japan (DiGRA JAPAN), held at the Tokyo University of Technology on August 24, 2014. It was later presented in English at the Digital Research Association 2015 conference (DiGRA 2015) at the Leuphana University of Lüneburg, Germany. Both conference papers are available at the DiGRA JAPAN conference site and the DiGRA digital library.

  2. 2.

    The average exchange value of one U.S. dollar (USD) for the year 2013 was taken as 98.65 Japanese yen (JYN; Mitsubishi UFJ Research and Consulting 2014).

  3. 3.

    The authors have also analyzed the monetary and event features of mobile social games. This part of analysis will be published as a chapter of another book (Shibuya et al. forthcoming).

  4. 4.

    This chapter is the first step of this study, and effects of these social features will be reported in another conference.

  5. 5.

    We would have preferred to include 1140 paying players to create the same 2:1 ratio that we established with young adults, but the number of teenage game players who made in-game purchases was not large enough.

  6. 6.

    We verified that creating multiple accounts for this study did not cause problems or violate the rules and guidelines of SNSs or social apps. We obtained oral or written permission from certain SNSs when it was considered necessary.

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Acknowledgments

This study was funded by JSPS KAKENHI Grant Number 25380857. We thank eleven coders, who played and analyzed social games during spring break, for their patience, efforts, and suggestions.

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Correspondence to Akiko Shibuya .

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Shibuya, A., Teramoto, M., Shoun, A. (2017). Toward Individualistic Cooperative Play: A Systematic Analysis of Mobile Social Games in Japan. In: Jin, D. (eds) Mobile Gaming in Asia. Mobile Communication in Asia: Local Insights, Global Implications. Springer, Dordrecht. https://doi.org/10.1007/978-94-024-0826-3_12

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  • DOI: https://doi.org/10.1007/978-94-024-0826-3_12

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