Fulltext
Fulltext
Transmedia Franchises
Joleen Blom
Centre of Excellence in Game Culture Studies
Kanslerinrinne 1
33014, Tampere University
[email protected]
Keywords
Gacha games, free-to-play, East-Asia, Games-as-a-Service, transmedia
INTRODUCTION
This paper calls attention to the monetization models of gacha games from the East-
Asian region (here meant as Japan, China and South Korea), which are free-to-play
(freemium) games in which players are incentivized “to buy or accumulate in-game
currency which can be used to obtain a randomised virtual item that might —to greater
or lesser degrees— enhance or progress the game” (Woods 2022, 2). Despite the
influence of popular culture from East-Asia on global game cultures, the role of gacha
games within the marketing schemes of global media franchises is often understudied
in Game Studies due to the field’s tendency to concentrate on Euro-American centric
phenomena. Yet, freemium games from East-Asia account for the majority of the top
grossing mobile games world-wide (Chapple 2022c). For example, the gacha game
Genshin Impact (2020), which is the main product in a larger transmedia franchise by
the Chinese developer miHoYo, has generated over 3.7 billion US dollars in the past
two years (Chapple 2022b). Overlooking these games risks not only omitting the
impact of East-Asian game industries on a global scale, but also undermines a nuanced
understanding of how entertainment franchises employ a variety of strategies to
channel fan behaviour towards monetary, temporal, and labour investment in freemium
games and related products.
In the spirit of the conference’s theme “Limits and Margins of Games”, this paper
therefore presents a work-in-process study that aims to supplement our understanding
of regional game cultures by examining how gacha games from East-Asia are
developed and released as part of a transmedia franchise, while it simultaneously
explains how these games contribute to digital trends worldwide. The study’s leading
research questions are: what role do gacha games and their characters play in a
transmedia franchise, and how do gacha characters encourage consumption and
playbour by fans in a transmedia franchise? The study intends to collect theoretical data
on gacha games and its characters, and empirical data on players to understand the roles
of gacha games and the characters in encouraging players to invest in the game and its
franchise. Additionally, this study adopts the trend of regional game studies within
Game Studies that investigates different regional gaming cultures and identifies
connections between them (Liboriussen and Martin 2016). It therefore treats East-Asia
as a cultural region, which may be understood as a market construction where platforms
and media ‘coproduce’ a sense of the regional in their reception, distribution, and
production, and draw on a pre-existing set of cultural tendencies within the region
(Steinberg 2019, 217). From this regional perspective, transmedia franchises are
understood as media mixes, which are strategic practices from the East-Asian region to
© 2023 Authors & Digital Games Research Association DiGRA. Personal and educational classroom
use of this paper is allowed, commercial use requires specific permission from the author.
spread character-centred content across different media platforms and related products
(Steinberg 2012, viii).
GACHA GAMES
This paper focuses on gacha games produced in Japan and/or with Japanese companies
that functions as the core text of a transmedia franchise. This paper will provide a close-
reading of several gacha games, such as Disney Twisted-Wonderland (f4samurai 2020)
and Genshin Impact in conjunction with a close-analysis of their related transmedia
franchises (in which the games are produced, and related products are sold) based on a
field study in Japan. These games are chosen for the study, because the production and
distribution of their content requires international collaboration between East-Asian,
and even global, companies to affect a large international audience. For example,
Disney Twisted-Wonderland is based on the intellectual properties from various
transmedia franchises owned by the Disney corporation but developed by the Japanese
online game developer f4samurai. The game was initially produced exclusively for
Japanese audiences but is now increasingly distributed to global audiences. Genshin
Impact uses the visual aesthetics associated with Japanese popular culture but is
developed by the Chinese developer miHoYo. The game has been distributed to players
world-wide from the start, and is highly popular in China, Japan, and the USA (Chapple
2022a). Furthermore, miHoYo collaborates with Ufotable, a Japanese animation studio,
to create an animation, thereby expanding their transmedia franchise (Diaz 2022). As
such, these case examples might look Japanese at first sight, they demonstrate that the
‘co-production’ of gacha games is not confined to a single country, like Japan, or
necessarily the East-Asian region.
According to Hartzheim (2019), licensed mobile games from Japan function to amplify
existing larger entertainment franchises. These games advertise the core texts to various
audiences, and actively stimulate player consumption for both in-game purchases and
franchise products (234). By examining these games, this paper will supplement
Harzheim’s observations, showing that gacha games have gradually become the core
product of a franchise, and are strategically employed by large conglomerates with
world-wide reach. The gacha mechanic has come to occupy the forefront of many
-- 2 --
entertainment franchises, which extends to franchise products outside of the game. That
is, most franchise products contain a randomisation of items from a pool of items so
that consumers never really know which item exactly they buy. This is important to
consider, because in the larger predatory trend of digital capitalism where consumers
are tracked to enhance user productivity and capital accumulation (Fuchs 2017, 117),
freemium games are also a part of this trends, because they tend to leverage player data
to channel player behaviour towards consumption (Whitson and French 2021). As this
paper will point out, the franchise products of freemium games are often not studied in
in how they channel consumption in- and outside of the game.
BIBLIOGRAPHY
Bernevega, A., and A. Gekker. 2021. “The Industry of Landlords: Exploring the
Assetization of the Triple-A Game.” Games and Culture 17 (1): 47–69.
Chapple, C. 2022a. “Genshin Impact Surpasses $3 Billion on Mobile, Averages $1
Billion Every Six Months.” SensorTower (blog). May 2022.
https://sensortower.com/blog/genshin-impact-three-billion-revenue.
———. 2022b. “Genshin Impact Generates $3.7 Billion on Mobile in First Two
Years.” SensorTower (blog). September 2022.
https://sensortower.com/blog/genshin-impact-mobile-two-years-analysis.
———. 2022c. “Top Grossing Mobile Games Worldwide for August 2022.”
SensorTower (blog). September 2022. https://sensortower.com/blog/top-mobile-
games-by-worldwide-revenue-august-2022.
Diaz, A. 2022. “Genshin Impact Gets an Anime Series — and a Dramatic Teaser
Trailer.” Kotaku (blog). September 16, 2022.
https://www.polygon.com/23356400/genshin-impact-anime-trailer-lumine-aether-
hoyoverse-ufotable.
Fuchs, C. 2017. Social Media: A Critical Introduction. 2nd Edition. Los Angeles: Sage
Publications Ltd.
Hartzheim, B.H. 2019. “Transmedia-To-Go: Licensed Mobile Gaming in Japan.” In
The Franchise Era: Managing Media in the Digital Economy, edited by J. Fleury,
B.H. Hartzheim, and S. Mamber, 233–55. Traditions in American Cinema.
Edinburgh: Edinburgh University Press.
Ito, M. 2007. “"Technologies of the Childhood Imagination: Yugioh, Media Mixes, and
Everyday Cultural Production.” In Structures of Participation in Digital Culture,
edited by J. Karaganis, 88–111. New York: Social Science Research Council.
Liboriussen, B., and P. Martin. 2016. “Regional Game Studies.” Game Studies: The
International Journal of Computer Game Research 16 (1).
http://gamestudies.org/1601/articles/liboriussen.
Macey, J., and M. Bujić. 2022. “The Talk of the Town: Community Perspectives on
Loot Boxes.” In Modes of Esports Engagement in Overwatch, edited by M.
Ruotsalainen, M. Törhönen, and V-M. Karhulahti, 199–223. Cham: Palgrave
Macmillan. https://doi.org/10.1007/978-3-030-82767-0_11.
Matsui, H. 2021. “Sōsyarugēmu Toiu Media: Komyunikēsyon to Kyokōsekai (Social
Games as Media: Communication and the Fictional World).” In Sōsyaru Media
-- 3 --
Sutadiisu (Social Media Studies), edited by H. Matsui and T. Okamoto, 63–70.
Tokyo: Hokujyusyuppan.
miHoYo. 2020. Genshin Impact. Shanghai: miHoYo.
Nieborg, D. 2015. “From Premium to Freemium: The Political Economy of the App.”
In Social, Casual and Mobile Games: The Changing Gaming Landscape, edited by
T. Leaver and M. Wilson, 225–40. New York: Bloomsbury Academic.
Steinberg, M. 2012. Anime's Media Mix: Franchising Toys and Characters in Japan.
Minneapolis and London: University of Minnesota Press.
———. 2017. “Media Mix Mobilization: Social Mobilization and Yo-Kai Watch.”
Animation: An Interdisciplinary Journal 12 (3): 244–58.
———. 2019. The Platform Economy: How Japan Transformed the Consumer
Internet. Minneapolis and London: University of Minnesota Press.
Whitson, J., and M. French. 2021. “Productive Play: The Shift from Responsible
Consumption to Responsible Production.” Journal of Consumer Culture 21 (1):
14–33. https://doi.org/10.1177/1469540521993922.
Woods, O. 2022. “The Economy of Time, the Rationalisation of Resources: Discipline,
Desire and Deferred Value in the Playing of Gacha Games.” Games and Culture
17 (7–8): 1–18. https://doi.org/10.1177/15554120221077728.
Xiao, L.Y., L.L. Henderson, R.K.L. Nielsen, and P.W.S. Newall. 2022. “Regulating
Gambling‑Like Video Game Loot Boxes: A Public Health Framework Comparing
Industry Self‑Regulation, Existing National Legal Approaches, and Other Potential
Approaches.” Current Addiction Reports 9: 163–79.
-- 4 --