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This chapter presented the Japan and China game market problems. According to the contents, Japanese game designers could understand their weak points and imperfections, for the Japanese game companies, they will notice the method to enter into overseas market especial enter into China market then stand firm, obtain perhaps profits. For China side, government and relevant practitioners may introspect the policy, realize the sakoku problems (policy, law, review mechanism, and rampant piracy version), limit and

hinder China game industry and economic development, establish the regular view system in the future, and strengthen the protection of copyright. Actually, it is glad to see China Government is changing, in September, 2014, Xbox one will be sold in China by regular pathway.

However, there are some limitations and deficiencies existed in this chapter. First, the rootedness of Japanese national character seems so difficult to alter, on the other hand, China Government is powerful and rigid, and it will cost a long period to establish the classifying system. Second, in the section “Opposite phenomenon”, the questionnaire data of Japanese and Western are not enough. Third, this chapter just shows some surface phenomenon and lack of deep analysis about why Japanese do not accept other country’s game. Fourth, only formulating a reasonable price may not effectively improve the rampant piracy version, game industry personnel need more economy knowledge to make countermeasure.

In the future, researchers should expand the investigation sample to refine the survey result, then dig the deep reasons about Japan sakoku phenomenon to develop effective strategies to solve them. Finally, they should continue this research to find the culture common points and analyze how to sell games successfully in the global market.

Chapter 10

Conclusion and Future Work

In this chapter, we give the conclusion in this thesis. We answer our research questions and problem statement. Then, some future works are discussed.

10.1 Summary

We summarize our research result of each chapter as below:

• Chapter 2: Basics of Game Refinement Theory

In this chapter, we retrospect the past work of game refinement theory. First, we present the physical model in human mind and infer the mathematical process to get the refinement value. Then, we present the several applications of game refinement theory within various games were analyzed which includes traditional boardgame, sports game and some modern video game. According to the analysis, we noticed that game refinement theory can be successfully utilized in each game domain to evaluate their excitement level. Therefore, game refinement theory is a reliable mathematical tool.

• Chapter 3: The Application of Electronic Sports Game

We have successfully extend the game refinement theory application into Electronic sports game in this chapter. Consider the relationship between StarCraft II and Chess like game, we establish the strategy tree in StarCraft II and analyze the refinement value for three races. Besides, we consider the relationship between DOTA, HOS and basketball, we get the refinement value in different version of

DOTA and in different map of HOS. This means, we can use game refinement theory as a tool to judge and revise the parameter or mechanism in e-sports game.

• Chapter 4: Comprehensive Application: Enhancing Level-up System in RPG Using Game Refinement Measurement

In this chapter, we solve a question: Game refinement theory not only can be the mathematical tool to judge how interesting and exciting a game is, but also using game refinement method to develop their projects where game refinement theory as a good inverse system. According to this idea, we provide three development comments and countermeasures for RPG game by using game refinement method.

• Chapter 5: Solving the Sophistication Population Paradox of Game Re-finement Theory

In this chapter we face the paradox of game refinement theory: Go and Soccer have similar game refinement value, but statistics show that soccer is more popular than Go. To solve the problem, we have found the meaning of Mass and Force in game refinement theory according to the Newtons classical mechanics. Based on the the-orem of impulse, we educed the property concept and value of “unexpectedness” to patch the game refinement value. The concept of “unexpectedness scaling factor”

can show whether a game is friendly to the freshman or weaker player .Usually, a high unexpectedness scaling factor game will gather more fans

• Chapter 6: Mathematical Model of Ranking Accuracy and Popularity Promotion

In Chapter 5, we analyze the popularity issue by game refinement idea in board like game domain while in this chapter we analyze the popularity phenomena by ranking system in sports game. Comparing between the four mathematical models, we have found the advantages of each measurement. FIFA ranking system can provide more chance and interesting points for the supporter or fans and the most accurate measurement is Elo rating system.

• Chapter 7: Possible Interpretations for Game Refinement Measure This chapter focus on the parameter c in the game progress model which has been ingored in Chapter 2. The parameterc relates to the game balance. The condition

c= 1 corresponds to the case where the game is more chance-based. If the parameter c becomes lower, the game will be more skill-based. Moreover, a new perspective of game refinement measure was obtained. Higher (lower) R value means more entertaining (competitive), whereas 0.07-0.08 should be a comfortable zone due to its good balance between skill and chance in game playing. The analysis of popular MOBA games using game refinement measure supports the observation.

• Chapter 8: Society Science Impact 1: Game Design by Cross Media In this chapter, the society impact about game design, cross-media and Intellectual Property were analyzed. The investigation in the domains of Journey to the West such as novel, comic, film and game to draw the history and develop process, later the reason about why Journey to the West can be so success in China and East Asia was known. The successful cross-media case need have common four factors: free copyright, modern media technology, depth of IP and national soft power. According to this chapter, media worker could understand how to choose the topic to design a game, and recognize the method to spread their game IP widely.

• Chapter 9: Society Science Impact 2: China and Japan Game Market Issue and Countermeasure

In this chapter, Japan and China game market problems have been shown. Accord-ing to the contents, Japanese game designers could understand their weak points and imperfections, for the Japanese game companies, they will notice the method to enter into overseas market especial enter into China market then stand firm, ob-tain perhaps profits. For China side, government and relevant practitioners may introspect the policy, realize the Sakoku problems (policy, review mechanism, and rampant piracy version), limit and hinder China game industry and economic de-velopment, establish the regular view system in the future, and strengthen the protection of copyright.