Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
12th Annual Conference
Session ID : 1-2
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Game play ( session 1 )
Why Niconico in Japan lost “Game Jikkyo” streamers and their audience?
in view of global game video content platform competition
*Akira IGARASHI*Ema Tanaka*Yuhsuke KOYAMA
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CONFERENCE PROCEEDINGS OPEN ACCESS

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Abstract
This study focuses on the expansion of "Game Jikkyo" on online video platforms. This study examines interplatform competition in the gaming video content market in Japan and the U.S. through the intensifying competition among major U.S. platformers and the stagnation of the Japanese online video platform, NicoNico. In conclusion, the stagnation of the NicoNico was caused by the outflow of the gaming video content creators due to the lack of revenue gained, as well as the migration of viewers.
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© DiGRA JAPAN
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