The Japanese Government, by calling upon initiatives and inquiry-inclined actions on social game publishers, is making a statement on the current social gaming landscape of the country – a lot of money is being spent in Japan’s virtual social gaming arena, and better management and monitoring is necessary.
Reports based on the Yomiuri Shimbun talk about how the Japanese Government is questioning the sales methods of social game publishers based in Japan, in an effort to better gain insight over where the money of social game advocates go and how “legal” they were acquired.
Questioning the actual sustainability factors of the industry sector, the “compugacha” tactic is put under heavy scrutiny.
Involving the purchase of virtual trinkets using real currency, the tactic works with a “you’ll never know what you’ll get” philosophy, leaving many avid gamers purchasing and spending thousands just to complete a set of virtual trinkets.
The tactic is said to violate a number of laws, thus the focus it is being put under.
Reported to raise revenues of up to $3.13 billion USD, the mobile phone game market in Japan is quite huge, with compugacha games being the primary source.
With games – developers and titles – being a “hot topic” as for-purchase entertainment goods/services/mediums, news of the Japanese Government engaging on inquiries says something about just how embedded games and spending habits have become.
Though far from ranking up with game titles developed for gaming consoles, social network games are increasingly popular features, coming as a mode of entertainment for users and cash cows for developers.
With posted revenues and expected year-end forecasts yielding astronomic figures, it’s no wonder why the Japanese Government is concerned, much to the dismay of game title proponents who’ve done well through offered games and add-on extended services.







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