How is the Gacha System Reported on in Japan?

Authors

  • Masahito Fujihara
  • Akiko Shibuya

Keywords:

gacha, in-game purchases, japan, children, adolescents, players

Abstract

This study explains how the gacha, a random-type item provider system in mobile online games or game apps, is reported on in Japan by analyzing 233 newspaper articles. Results revealed that business frames were the most frequently used. After gacha became controversial in 2012, its problematic social nature was reported. After the controversy, news stories shifted focus more to the inaccuracy of probability rates of special items. The Japanese newspapers reported the innovative but controversial nature of gacha by balancing complaints from consumers, concerns and criticism from governmental organizations, and the profits and social responsibility of the game industry.

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Published

2020-01-01

Bibtex

@Conference{digra1166, title ="How is the Gacha System Reported on in Japan?", year = "2020", author = "Fujihara, Masahito and Shibuya, Akiko", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/1166}", booktitle = "Abstract Proceedings of DiGRA 2020 Conference: Play Everywhere"}