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Tycoon of Video Games

A soul from Earth found himself transmigrated into a person from a parallel world, a world that lacked video games and an established gaming industry. Follow the journey as this individual rises to become the video game tycoon of this unique world. [Please note that any similarities between the names of characters or places in this story and those in the real world are purely coincidental. I do not claim ownership of any products or properties mentioned in this novel. This work is entirely fictional.] (Cover photo is not mine. Ctto to the original owner.) This novel draws inspiration from 'Tokyo Video Game Tycoon,' although there may have been some similarities at the beginning, the plot will take its own distinct path as it unfolds. On average, each chapter spans approximately 1,000 words or so. For those interested, you can find 10-15 chapters in advance on my Patreon page at patreon.com/NewComer714.

NewComer714 · 游戏衍生
分數不夠
501 Chs

Benefits of Wii gaming

The release of the KiShin Wii in Japan had quickly garnered attention, not just from eager gamers and industry insiders but from the media as well. Within a week, the narrative surrounding video games, traditionally skewed towards skepticism and concern over their impact on youth, began to face scrutiny. Media outlets, both in Japan and internationally, had long criticized video games, painting them as detrimental to young people's mental health. Such narratives even went as far as suggesting that excessive gaming should be considered a concern by mental health professionals.

KiShin, as a pioneering and dominant force in the video game industry, found itself at the center of this controversy. The company's name had become synonymous with video gaming itself, credited with catapulting the industry into mainstream culture through iconic titles like Super Mario and a slew of other beloved 8-bit games. With its leading role in console manufacturing, game development, and distribution, KiShin represented the video game industry to the public and, by extension, bore the brunt of the media's defamation.

The equation of KiShin with video games—and by extension, the idea that video games led to negative behaviors among the youth—had become a prevalent narrative. However, the introduction of the KiShin Wii started to challenge these long-held beliefs. The console's innovative approach, requiring players to physically move as part of the gaming experience, introduced a new perspective on what video gaming could entail.

Within just a week of the KiShin Wii's market presence, a shift in public opinion began to emerge, albeit among a minority of the population in Japan. Those who had the opportunity to play the KiShin Wii experienced firsthand the potential for video games to incorporate physical activity into play. This realization sparked discussions and reconsiderations about the nature of video gaming. No longer were games seen merely as sedentary activities; with the KiShin Wii, gaming could also mean engaging in exercise, blending entertainment with health benefits.

This nuanced understanding began to counteract the negative stereotypes perpetuated by the media. While it was a gradual change, confined to a segment of the population, it represented a significant step towards redefining video games in the public consciousness.

ShinStream, KiShin's pioneering social media website, launched officially in 1996, had seen its popularity surge over the years. By mid-2002, it had even started to outpace Yahoo! in terms of traffic, a testament to its growing influence and user base. The platform's success could be attributed to its liberal content policies, allowing users to share a wide array of posts, from the mundane to the mildly controversial, provided overly sensitive content was avoided and adult material was appropriately labeled for viewers 18 and older. This open environment fostered a vibrant and diverse online community.

As of January 2003, one topic dominated the Japan server of ShinStream: "#KiShinWii". Despite the general hesitance among Japanese people towards heavy social media use, ShinStream had attracted hundreds of thousands of users, making it a bustling hub for discussions and opinions.

The feedback on the KiShin Wii was overwhelmingly positive, sparking lively discussions and personal anecdotes among the platform's diverse user base. Among the numerous posts, one particularly heartwarming story stood out, shared by a user who identified himself as a father.

He shared his initial skepticism towards video games, attributing them to his child's sedentary lifestyle. However, his perspective shifted dramatically after purchasing the KiShin Wii. He detailed how his previously inactive and overweight child began engaging in physical activity through the console's interactive games, essentially exercising without even realizing it. The father expressed his astonishment and gratitude towards the KiShin Wii, confessing that what he once viewed as a harmful distraction had become a catalyst for positive change in his child's health and well-being.

"I've never been a fan of video games; always thought they were a waste of time. But after seeing my son, who's not exactly the most active kid, get up and move with the KiShin Wii, I'm sold. This isn't just gaming; it's a fun way to get him moving! He's been playing tennis on it every day after school, and I swear he's getting more exercise now than he ever did. Never thought I'd say this, but I'm now a video game supporter—well, at least when it comes to the Wii. #KiShinWii"

The post quickly garnered likes, shares, and a slew of supportive comments, sparking a broader conversation about the unexpected benefits of the KiShin Wii. Other users chimed in with their stories:

Another user, sharing her own family's transformation, commented, "Couldn't agree more! The whole family's been having Wii nights, and it's the most active we've been together in ages. It's wonderful!"

Echoing the sentiment, another user added, "I was skeptical about the Wii at first, but watching my kids leap off the couch to 'play' bowling and genuinely working up a sweat has completely changed my mind. I'm genuinely impressed. #KiShinWii for the win."

These positive changes marked a significant shift in the gaming landscape, particularly for console gaming. While the concept of physical movement in gaming wasn't entirely new—arcade games like dance machines had been engaging players in physical activity for years—these were mostly isolated experiences, confined to the arcade environment and not widely adopted for home use. The KiShin Wii, however, brought this interactive, movement-based gaming into the living room, making it accessible and appealing for commercial, everyday use. It introduced many people to a new way of gaming, one that combined entertainment with physical activity in a way that hadn't been seen before in the mainstream console market.

Despite the burgeoning popularity of this healthier, more active form of gaming, its positive impacts were largely underreported by mainstream TV media. Many outlets, steadfast in their critical stance on video games, hesitated to acknowledge the Wii's beneficial effects, fearing it might counteract their long-held narrative that video games were detrimental to physical and mental health. This reluctance to report on the Wii's success in promoting physical activity through gaming meant that the console's potential to reshape perceptions about video games was not fully recognized in all circles.

However, a few forward-thinking media outlets did begin to cover the positive aspects of the KiShin Wii, highlighting stories of families coming together, individuals finding joy in exercise, and even stories of improved physical well-being as a result of engaging with the console. These reports, though few and far between, offered a glimpse into the potential for video games to contribute positively to society, challenging the dominant discourse and paving the way for a broader acceptance of video games as a beneficial part of modern life.