Sega’s President Says There’s Been an Increase in Fans Who Don’t Play Its Games
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Sega’s President Says There’s Been an Increase in Fans Who Don’t Play Its Games

Sega president and COO Shuji Utsumi says the corporate has skilled an uptick in followers who don’t really play the video games it develops and publishes.

In a September 7 interview with Nikkei Gaming, Utsumi mentioned the corporate’s present “transmedia” technique, which has seen a few of its largest franchises — corresponding to Sonic the Hedgehog, Persona, Yakuza, and many others. — cross over into the worlds of movie and tv to broaden their manufacturers throughout a number of totally different mediums.

This, after all, has led to an increase in followers of those video games who have not really performed them. Utsumi confirmed this sentiment to Nikkei Gaming’s editor-in-chief, Aya Hirano, after she broached the subject by saying, “These days, there’s been an improve in followers who like an IP regardless that they’ve by no means performed the sport.”

“We have seen an improve in such followers for each title in latest years,” Utsumi answered. “For instance, the Yakuza sequence has been doing exceptionally properly in merchandising, with 60-70% of its consumers being girls. They’ve develop into followers of the Yakuza world, story, and characters after watching our YouTube channel and widespread YouTubers’ streams. And amongst them are many individuals who’ve by no means really performed the sport.”

Utsumi isn’t calling these followers ‘LARPers,’ although; as an alternative, he says that Sega considers all of its followers to be players, no matter whether or not they’ve picked up a controller to really play their video games or not.

“Even individuals who have by no means performed video games are thought of followers and players by us. Transmedia’s energy lies in rising the entry factors and get in touch with factors for folks to develop into in IP. In some circumstances, their engagement is even increased than that of followers who really play the video games,” he added.

Utsumi went on to clarify that the rise of feminine followers inside the gaming house has created a shift in the kinds of merchandise that publishers produce, particularly calling again to his expertise working at Cybird, a developer well-known for its Otome romance video games.

“I additionally labored on romance video games for girls at Cybird. There, in addition to conventional collectible items corresponding to can badges and acrylic stands, we noticed a big shift in merchandising, with the emergence of lifestyle-oriented licensed merchandise like attire and cosmetics that might be used day by day, in addition to limited-edition and commemorative items created in collaboration with amusement amenities. That have positively broadened my perspective, and I imagine it has been invaluable in my transmedia technique at Sega,” he mentioned.

Sega’s “transmedia” technique is clearly understanding for it, with all three live-action Sonic films making financial institution on the field workplace and a fourth to come back — to not point out the upcoming Persona sequence that’s in the works at Netflix. Whether or not or not these initiatives’ recognition interprets to extra gamers appears moot to Sega, although. To them, each fan is a “gamer” at coronary heart.

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Virginia Glaze

IGN Information Editor / Cat Rescuer / Martial Arts / Combating Recreation Girlie

Virginia (she/her) is IGN’s Information Editor. With ten years of expertise reporting on video games and leisure, she’s bought a storied background in the preventing recreation neighborhood, influencer information, and viral on-line tendencies. Discover her on Twitter at @TheeMissGlaze

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