The Japanese videogame industry is fundamentally different from its North American or European incarnations. The videogame markethas a far bigger market share in japan, and thus it has a greatest impact on the overall economy.
The Japanese videogame companies have been overwhelmingly competitive in thenational market from circa 1985, and from there on Japan became the leading country in videogame developing, followed by the USA.
The videogame market moves large amountsof money and personnel everywhere, because behind the release of a new videogame there are multiple stages: design and development, QA, distribution and marketing being only afew of them.
Over the last few years, especially since 2005, the videogame industry benefited from extremely high development rates, probably tied to the improvements inprocessing technology, the growing quality of the graphical standards and, most of all, the change in target from “teenagers” to “families”. Only in 2009, the videogame marketgenerated over 57 billion euros all over the world.
The main gaming platforms nowadays are the Xbox 360 (Microsoft), the PlayStation 3 and PSP (Sony), and the Wii andNintendo DS (Nintendo). However, the real profit lies not in the gaming console, but in the software. Because of this, lately the developers have been pressed to enforce newanti-piracy systems in order to keep the sales steady.
Between those, the most relevant anti-piracy strategy is the division of the global gaming market is six geographicsectors, and to code the consoles and software in a different way for every zone. For example, thanks to this method a Japanese game would not work on a USA console, and vice versa.