Abstract for: Simulation of Marketing an Arcade Game for Japanese Girls
This study discusses the management of sales performance and lifecycle of digital games by the adjustment of release timing, focusing on the pioneer case of the digital games market for Japanese girls, “Fashionable Witches: Love and Berry (Love and Berry)”. Simulating the performance of an arcade game that utilizes trading cards with printed barcodes and a later released consumer version that utilizes the same trading cards, the study evaluates real decision-making through the results of multiple simulations, and several growth scenarios for the digital game ecosystems, based on the findings of these simulations are provided.