296:
148:
694:
38:
135:
387:, or from the American entertainment industry. These highly detailed toys have found a large following among all generations in Japan, and the trend is spreading elsewhere in the world, especially among adult collectors. It is not uncommon for sets marketed specifically for adults to feature risqué female figurines.
556:, is essentially a monetization model which the user pays with in-game currency to enter a draw in order to obtain the character or item they want. If a player does not obtain what they hoped for, there is the option of paying with their own money for more draws, and this is the main way to monetize the
843:
for example, when players pull a character, they receive more information and backstory about that specific character. Players can also read information on what characters think about other characters and their relationships. It is at this stage in which some players develop an intense emotional
757:
manipulates the emotional state of the player, specifically the player’s sense of luck, satisfaction and insecurity, as well as the player’s financial stability and dopamine release to ultimately cause a gaming addiction and encourage continued game play. Problematic use of
859:
communities traditionally referred to the successful acquisition of a desired character as the character ‘coming home.’ This reflects how, because of the strong emotional attachment they feel towards the character,
836:
games will release a quest that follows the character’s life events, including the character’s life, intentions and aspirations, giving the opportunity for players to get acquainted with the characters. In
820:
mechanism. This parasocial relationship is primarily developed based on the character’s aesthetic and rich narrative element. Rentia and
Karaseva’s study demonstrated how players are initially attracted to
475:
has also come to refer to blind-box trading figures, which are essentially the same product sold randomly out of sealed packages instead of a machine. One brand that does blind boxes is
Chinese toy brand
864:
players will personify or give human life to character so much so the character develops a human capacity to acknowledge the player’s desire, and therefore returns home to where they belong.
315:
toy vending machines seen outside grocery stores and other retailers in other countries. While
American coin-operated vending toys are usually cheap, low-quality products sold for a few
777:
is extremely rare and unpredictable. As a result, this can ultimately trigger the gambler’s fallacy in players. To minimize the relationship between gambling and the use of
400:; people insert coins and may hope to get a toy or figure they desire. Such an amusement element may become frustrating, as one risks obtaining the same item repeatedly.
782:
1081:
945:
1056:
848:
characters create a strong attraction, which in time evolves into a strong emotional connection, then a parasocial relationship with the character.
844:
connection and as a result, engage in a parasocial relationship with an in-game character. For many players, the charming anime-style design of
1314:
1173:"Gacha: Explaining Japan's Top Money-Making Social Game Mechanism [Social Games] | Kantan Games, Inc. – CEO Blog By Dr. Serkan Toto"
1113:
349:
4.56) and are normally a higher-quality product, followed by other
Japanese manufacturers. They are often constructed from high-grade
825:
games due to the games' aesthetic although moving forward, players grow to greatly value the narrative elements associated with the
733:
284:
121:
770:
is a luck-related erroneous belief that a certain event is less or more likely to occur, based on a previous series of events.
715:
59:
913:
1272:""Lootboxes" in digital games - A gamble with consumers in need of regulation? An evaluation based on learnings from Japan"
1289:
1091:
982:"Gashapon Trademark of Bandai Co., Ltd. - Registration Number 2864782 – Serial Number 78158256 :: Justia Trademarks"
1542:
316:
1462:
Lax, Gawain Lucian; Mackenzie, Madeleine (2015). "Against All Odds: Desire and
Monetisation in Japanese Mobile Games".
102:
74:
1350:
704:
48:
1532:
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425:(Den-Den Town). Depending on the store, the sets are usually cheaper than buying them randomly out of a machine.
263:
55:
1143:
81:
805:
1537:
801:
504:
bottles. They are sold both in machine capsules and blind boxes. The caps are not functional as they lack
88:
1035:
1017:
855:
players will personify the probability of drawing characters. Mackenzie and Lax’s study discovered how
789:
so consumers can understand their chances of winning. This law is now respected and followed by every
767:
763:
360:
70:
272:
is a registered trademark of Bandai. The capsule toy model has been adapted digitally into numerous
147:
602:
262:. In many countries and territories including Japan, China, the United States, the European Union (
1087:
808:
refer to a sense of attachment that develops between receivers and media characters. In terms of
596:
280:
1425:
999:
963:
396:
are released in sets—each series will have a number of figures to collect. They are by nature a
295:
816:
players develop a parasocial relationship with in-game characters which players obtain through
1345:
1222:
608:
981:
572:
can be free to play. Rare or valuable gaming items often need to be obtained through special
1527:
1212:
628:
1372:
1172:
785:
passed a law stating that companies must disclose the probability of drawing items in paid
1254:
1018:"Gashapon Trademark of Bandai Co., Ltd. - Registration Number UK00901997709 :: UKIPO"
883:
189:
946:"Gashapon Trademark of Bandai Co., Ltd. - Registration Number 4015069 :: JPlatPat"
839:
590:
1000:"Gashapon Trademark of Bandai Co., Ltd. - Registration Number 001997709 :: EUIPO"
964:"Gashapon Trademark of Bandai Co., Ltd. - Registration Number 4409039 :: TM View"
95:
1521:
873:
669:
643:
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mechanics, with randomly generated items of varying market values being acquired via
312:
1426:"Gacha Watch: Japan's Social Game Industry Shifts Gears After Government Crackdown"
888:
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plastic, and contain more molding detail and intricately painted features. Many
193:
37:
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641:-style progression based on random items but with no in-app purchases, such as
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673:
529:
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497:
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414:
364:
300:
1315:"Nintendo's Mobile 'Fire Emblem' Is a 'Gacha' Game, Here's What That Means"
230:
is used for both the machines themselves and the toys obtained from them.
1340:
1217:
1200:
927:
893:
878:
750:
566:
game model arose in the early 2010s, faring particularly well in Japan.
535:
481:
477:
1343:[Will "Gacha pop" become a new genre that will replace J-pop?].
17:
718: in this section. Unsourced material may be challenged and removed.
665:
259:
832:
When a new character is introduced for the first time in a game, many
1509:
428:
185:
576:
purchased with real money. The games may feature different tiers of
134:
800:
games are also commonly associated with a social phenomenon called
661:
418:
410:
384:
376:
294:
197:
146:
133:
1114:"Astro Toy with Rob Bricken: Dragonball x One Piece Dream Fusion"
851:
As a result of parasocial relationships with in-game characters,
234:
914:"Gachapon: The Culture & History of Japanese Capsule Toys"
687:
350:
346:
336:
31:
220:) for the hand-cranking action of a toy-vending machine, and
928:"Dengeki Hobby::誕生40周年「ガシャポン」進化の歴史とは?史上最も話題となったアイテムが7月に復活!!"
650:
The anime-oriented subculture surrounding the production of
375:
toys are often licensed from popular characters in
Japanese
1278:. Calgary: International Telecommunications Society (ITS).
1270:
Koeder, Marco Josef; Tanaka, Ema; Mitomo, Hitoshi (2018).
749:
mechanism has come under scrutiny for its resemblance to
582:
pulls, which give different sets of rewards. Examples of
450:
toys for ¥100–500 each, generating approximately between
1505:
1464:
Authors & Digital Games
Research Association DiGRA
1256:
What
Aspects of Gacha Games Keep the Players Engaged?
1253:
Rentia, George-Gabriel; Karaseva, Anastasia (2022).
1199:
Lakić, Nikola; Bernik, Andrija; Čep, Andrej (2023).
783:
224:
for the toy capsule landing in the collection tray.
484:, is very popular with teenagers and young adults.
363:, with rare ones fetching extremely high prices in
196:that originated in the 1960s, it became popular in
62:. Unsourced material may be challenged and removed.
1290:"Genshin Impact review - "A true AAA gacha game""
437:toys since at least 1977. As of March 2021,
664:songs in diverse genres, from those of pop act
496:. These small figures are mounted atop plastic
251:
651:
636:
619:massively multiplayer online games (MMOs) and
583:
577:
561:
539:
445:
432:
404:
391:
370:
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324:
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245:
225:
203:
177:
162:
138:
544:mechanism of monetization are referred to as
8:
676:or aesthetics sought by a global audience.
508:to secure them to the mouth of the bottle.
403:Enthusiastic collectors will buy sets from
1373:"Gambler's Fallacy: Overview and Examples"
458:) in estimated sales revenue, since 1977.
233:Popular capsule toy manufacturers include
1216:
734:Learn how and when to remove this message
122:Learn how and when to remove this message
1201:"Addiction and Spending in Gacha Games"
1059:. demonbaby. 2005-08-22. Archived from
905:
656:games has also given birth to the term
1144:"'Fire Emblem Heroes' Is a Gacha Game"
1057:"Curiosities from Japan's porno shops"
773:Winning high ranking virtual items in
762:have also indicated to high levels of
1475:
1473:
1457:
1455:
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1451:
1449:
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7:
1400:"ネットワークゲームにおけるランダム型アイテム提供方式運営ガイドライン"
1090:. 2021. pp. 3–6. Archived from
716:adding citations to reliable sources
60:adding citations to reliable sources
492:Another variety of capsule toys is
1353:from the original on June 22, 2023
1341:"「Gacha Pop」はJ-POPに代わる新ジャンルになるのか?"
285:massively multiplayer online games
25:
1482:Genshin Impact: Beginner's Guide
1339:Hashimoto, Shohei (2023-06-15).
692:
258:for their capsule machines, and
151:Japanese schoolgirls at gashapon
36:
1038:. Gacha Gacha World. 2013-02-15
703:needs additional citations for
47:needs additional citations for
1:
1404:CESA:一般社団法人コンピュータエンターテインメント協会
1491:– via www.youtube.com.
311:machines are similar to the
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237:, which uses the trademark
226:
204:
139:
1559:
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266:) and the United Kingdom,
409:stores in places such as
264:European Union trade mark
246:
178:
163:
1036:"What is a gacha gacha?"
806:Parasocial relationships
802:parasocial relationships
299:Capsule toy machines in
753:. Similar to gambling,
500:, as might be found on
329:can cost anywhere from
188:. Among the variety of
303:
152:
144:
1022:trademarks.ipo.gov.uk
986:trademarks.justia.com
950:j-platpat.inpit.go.jp
298:
150:
137:
1218:10.3390/info14070399
1116:. Anime News Network
712:improve this article
684:mechanism on players
631:. In addition, paid
603:Puzzle & Dragons
538:—largely based on a
184:, is a trademark of
56:improve this article
27:Vending machine toys
1543:Japanese inventions
1294:www.pocketgamer.com
323:or less), Bandai's
1094:on 19 October 2021
1088:Bandai Namco Group
796:Besides gambling,
672:, associated with
597:Fire Emblem Heroes
494:bottle cap figures
488:Bottle cap figures
452:¥371–1,860 billion
365:secondhand markets
304:
281:mobile phone games
153:
145:
1321:. 19 January 2017
932:hobby.dengeki.com
768:Gambler’s fallacy
764:gambler’s fallacy
744:
743:
736:
674:anime soundtracks
668:to rock musician
629:microtransactions
609:Dragon Collection
471:In recent years,
456:$ 3.38–17 billion
431:has been selling
361:collector's items
212:from two sounds,
132:
131:
124:
106:
16:(Redirected from
1550:
1533:Vending machines
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200:and elsewhere.
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1349:(in Japanese).
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1004:euipo.europa.eu
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921:
916:. 9 March 2019.
912:
911:
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884:Gumball machine
870:
781:, in 2016, the
740:
729:
723:
720:
709:
697:
686:
660:, referring to
532:
526:
514:
490:
469:
464:
455:
451:
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359:are considered
340:
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190:vending machine
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65:
63:
53:
41:
28:
23:
22:
15:
12:
11:
5:
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1538:Toy collecting
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1520:
1519:
1516:
1515:
1501:
1500:External links
1498:
1495:
1494:
1469:
1441:
1424:Feit, Daniel.
1416:
1388:
1364:
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1306:
1281:
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1184:
1159:
1126:
1105:
1083:Fact Book 2021
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1027:
1009:
991:
973:
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937:
919:
904:
903:
901:
898:
897:
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886:
881:
876:
869:
866:
840:Genshin Impact
742:
741:
700:
698:
691:
685:
678:
635:have included
591:Genshin Impact
588:games include
552:mechanism, or
528:Main article:
525:
515:
513:
510:
489:
486:
468:
465:
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398:blind purchase
390:Virtually all
292:
289:
169:, also called
130:
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44:
42:
35:
26:
24:
14:
13:
10:
9:
6:
4:
3:
2:
1555:
1544:
1541:
1539:
1536:
1534:
1531:
1529:
1526:
1525:
1523:
1513:(in Japanese)
1511:
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1484:
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1476:
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1406:(in Japanese)
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1245:
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1106:
1093:
1089:
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1084:
1077:
1074:
1063:on 2012-12-25
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874:Designer toys
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871:
867:
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849:
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841:
835:
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829:characters.
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724:February 2017
717:
713:
707:
706:
701:This section
699:
695:
690:
689:
683:
679:
677:
675:
671:
670:Kenshi Yonezu
667:
663:
659:
654:
648:
646:
645:
644:Work Time Fun
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634:
633:console games
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531:
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520:mechanism in
519:
516:
511:
509:
507:
506:screw threads
503:
499:
495:
487:
485:
483:
482:designer toys
480:, which does
479:
474:
466:
461:
459:
448:
443:3.711 billion
440:
435:
430:
426:
424:
420:
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399:
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386:
382:
378:
373:
368:
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362:
357:
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348:
343:
338:
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327:
318:
314:
313:coin-operated
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254:
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73: –
72:
68:
67:Find sources:
61:
57:
51:
50:
45:This article
43:
39:
34:
33:
30:
19:
1486:. Retrieved
1481:
1463:
1433:. Retrieved
1429:
1419:
1408:. Retrieved
1403:
1380:. Retrieved
1377:Investopedia
1376:
1367:
1355:. Retrieved
1344:
1334:
1323:. Retrieved
1318:
1309:
1298:. Retrieved
1296:. 2020-10-05
1293:
1284:
1275:
1265:
1255:
1208:
1204:
1176:. Retrieved
1151:. Retrieved
1147:
1118:. Retrieved
1108:
1096:. Retrieved
1092:the original
1082:
1076:
1065:. Retrieved
1061:the original
1051:
1040:. Retrieved
1030:
1021:
1012:
1003:
994:
985:
976:
968:www.tmdn.org
967:
958:
949:
940:
931:
922:
908:
889:Model figure
861:
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850:
845:
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817:
813:
809:
797:
795:
793:game today.
790:
786:
778:
774:
772:
759:
754:
746:
745:
730:
721:
710:Please help
705:verification
702:
681:
657:
649:
642:
624:
621:mobile games
617:free-to-play
614:
607:
601:
595:
589:
573:
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54:Please help
49:verification
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1276:Econstor.eu
1205:Information
894:Urban vinyl
560:games. The
546:gacha games
512:Video games
498:bottle caps
467:Blind-boxes
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1522:Categories
1488:2024-04-10
1435:2017-05-23
1410:2024-04-10
1382:2024-04-10
1325:2017-05-23
1300:2024-02-02
1211:(7): 399.
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1153:2017-05-23
1120:2013-01-16
1067:2013-01-16
1042:2013-02-24
900:References
680:Impact of
530:Gacha game
279:, such as
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71:"Gashapon"
1357:August 1,
1227:2078-2489
1098:2 October
658:gacha pop
623:also use
441:has sold
415:Akihabara
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301:Hong Kong
1506:Gashapon
1351:Archived
1319:Waypoint
879:Figurine
868:See also
751:gambling
536:freemium
478:Pop Mart
447:Gashapon
434:Gashapon
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317:quarters
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1528:Vending
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615:Many
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518:Gacha
462:Types
419:Osaka
411:Tokyo
385:anime
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345:500 (
335:100 (
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240:gacha
218:gacha
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179:ガチャポン
164:ガシャポン
103:JSTOR
89:books
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1223:ISSN
1100:2021
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