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How Did Game Centers Spread, and How Have They Changed Over Time?

Category: History & Culture

In 1978, coffee shops in Japan often had table-shaped game machines. It is said that many people played with friends while drinking tea [6]. When we hear "game center," we picture a shop just for games. But in the past, game machines were placed in coffee shops and candy stores. Where were these machines put, who played them, and how did the number of shops change?

1. Early Penny Arcades Did Not Have Game Machines

The "penny arcade," a shop where you pay coins to play, is said to have spread in the United States around 1890. At first, the machines in these shops were not games. In 1890, James Andem opened shops in Cleveland and Cincinnati with about a dozen phonographs [1]. Around 1901, Mitchell Mark in Buffalo lowered the price from 5 cents to 1 penny and moved to busy streets, creating the penny arcade [1]. However, this was a foreign example and cannot be called the direct origin of Japanese game centers.

In Japan, attention to amusement facilities as a new business began in 1931 with "Sportsland," which opened on the 7th floor and rooftop of the Matsuya Department Store in Asakusa, Tokyo [2]. Even in the mid-1950s, ordinary people could mostly only touch automatic wooden horses on department store rooftops [2]. Game machines were not in "game-only shops" from the start. The next section looks at where game machines were placed in Japanese towns.

2. Game Machines in Candy Stores and Coffee Shops, Not Just Dedicated Shops

Japanese game machines expanded not just to dedicated shops, but also to shops for children like candy stores and coffee shops from the 1960s onward, according to an explanation by the Agency for Cultural Affairs [3]. It is better to read this as a "trend of placing machines" rather than a confirmed fact that they "spread to all candy stores nationwide."

Yasuo Kawaski, who studies the history of game centers, notes in the introduction to a book covering about 90 years that a feature of Japan was that game machines were placed in various locations, such as department store rooftops, movie theaters, bowling alleys, and candy stores [4]. This suggests that game centers grew differently in Japan than the dedicated arcades in the United States. It makes sense to think that game machines were in coffee shops and candy stores because they spread to many places where people gathered.

3. Video Games Placed at Coffee Shop Tables in 1978

In 1971, the coin-operated video game "Computer Space" appeared in the United States, marking the start of the video game era [5].

In Japan, Taito's "Space Invaders" was first announced at a new product launch event at the Taito headquarters building on June 16, 1978. The table-shaped cabinet was often placed in coffee shops, and the official website says many people enjoyed playing with friends while drinking tea [6]. It was an era when game machines were placed like "furniture" in coffee shops.

Soon, "Invader Houses," where all machines in a shop were Space Invaders, appeared one after another [6]. It is thought that the type of shop we now imagine when we hear "game center" became widely visible at this time.

4. Game Centers Seen as Hangouts and Required to Get Permission in 1985

From the late 1970s to the mid-1980s, there was a period of juvenile delinquency described as among the highest since World War II. During this time, game centers were criticized and called "hangouts" for boys, regardless of the actual situation, according to the Agency for Cultural Affairs [3]. This reflects the view of society at the time, not that all children visiting game centers caused problems.

The Entertainment Business Act was amended in 1984 and enforced in 1985. As a result, game centers were classified as businesses related to public morals and required permission from the police [7]. Licensed game centers can operate from 6:00 a.m. to midnight in principle, and there are time restrictions for young people aged 16 to under 18 [3].

5. How UFO Catcher and Purikura Brought in More Customers

The crane game "UFO Catcher," released by Sega in May 1985, was not very popular at first, and 100 yen per play was felt to be expensive. Around 1991, when Anpanman plush toys became prizes, the machines were placed at the front of shops, and it became noticeable that college and high school girls who did not previously visit game centers were playing, according to a writer who was in game centers at the time [9]. Since this is one writer's memory, we cannot say for sure that "UFO Catcher increased female customers."

On July 25, 1995, Sega released the first print sticker machine, "Print Club" (Purikura) [10]. In the mid-1990s, game centers focused on fighting games and had mostly male customers, so Purikura was sometimes explained as being planned for female users. The JAIA timeline states that in 1995, junior high and high school girls formed long lines for Print Club [2]. Although there are differences by shop and region, when the types of games changed, the people who came may have changed too. Looking at game center history through "who came to play" rather than just new machines gives a different view.

6. The Number of Licensed Game Centers Fell to About One-Sixth, Then Rose Slightly

Game centers with police permission numbered 26,573 in 1986. This number continued to decrease, reaching 3,882 in 2021. The number rose slightly after 2021, reaching 4,184 in 2025 [8]. Dividing 26,573 by 4,184 gives about 6.4, so the number is about one-sixth of the 1986 figure. Compared to the 2021 low, it is about one-seventh. Note that the figures from 1986 to 2019 are based on tables from the Police White Paper as listed on the Japanese Wikipedia [7].

This count only includes shops with police permission. Permission is required if game machines occupy 10% or more of the shop's floor area. If less than 10%, they can operate as "single locations" without permission. Game corners that do not need permission are not included in this number. Even shops inside restaurants, hotels, or commercial facilities are counted if they have a licensed business location [7][8]. Therefore, the decrease in this number does not mean "all places to play games have decreased."

The reason for the increase from 2021 is not clear from the materials used in this article. The increase is a small rebound within a long decline. A survey by Teikoku Databank states that the average profit per 100 yen of sales is about 6 yen, and that it is difficult to attract customers with traditional arcade machines as crane games become mainstream. It also notes that while large chains in shopping malls target families, small shops in town are struggling [11].

7. How You Can Investigate Game Centers Yourself

When you go out, try to find places where you can play games. Is it a shop with only games, or a corner inside a large store like a shopping mall? Police permission statistics only count licensed business locations where game machines use 10% or more of the floor area [7]. Since game corners that do not need permission are not counted, seeing the difference between shops in the statistics and places not in them can help you imagine the situation. You do not need to know the exact size from the outside; just noting your impression is enough.

It is also good to ask family or grandparents, "Where were game machines when you were a child?" If they mention candy stores or coffee shops, it connects to sections 2 and 3 of this article. The National Police Agency's statistical tables are available in Japanese [8]. Try checking the sequence of numbers from 2021 to 2025 yourself.

SAFETY NOTE: When at a shop, be mindful of the people around you, and it is good to go with a parent or guardian.

Sources

  1. They Create Worlds "Historical Interlude: The History of Coin-Op Part One" https://videogamehistorian.wordpress.com/2015/03/24/historical-interlude-the-history-of-coin-op-part-one-the-rise-and-fall-of-the-penny-arcade/ (About the beginning of penny arcades in the US.)
  2. JAIA (Japan Amusement Industry Association) "Track of Amusement Machines" https://jaia.jp/history/ (About Sportsland in 1931, automatic wooden horses on rooftops until mid-1950s, and 1995 timeline.)
  3. Agency for Cultural Affairs Media Arts Current Content "Game Centers and Society [Part 2]" https://macc.bunka.go.jp/4640/ (About expansion to candy/coffee shops in 1960s, criticism from late 1970s, and business hours/entry restrictions.)
  4. Fukumura Publishing, Yasuo Kawaski "History of Japanese 'Game Centers'" Introduction (note) https://note.com/fukumura_henshu/n/na328ee3476d3 (About the flow of Japanese game centers and the feature of being placed in diverse locations.)
  5. The Strong National Museum of Play "Computer Space" https://www.museumofplay.org/games/computer-space/ (About the 1971 arcade video game "Computer Space".)
  6. Space Invaders Official Site "What is Space Invaders?" https://spaceinvaders.jp/whats.html (About the 1978 announcement, table cabinets in coffee shops, and Invader Houses.)
  7. Japanese Wikipedia "Game Center" https://ja.wikipedia.org/wiki/%E3%82%B2%E3%83%BC%E3%83%A0%E3%82%BB%E3%83%B3%E3%82%BF%E3%83%BC (About the year of the law amendment, trends in licensed shop numbers, and the 10% area rule for permission.)
  8. National Police Agency "Status of Businesses Related to Public Morals and Enforcement of Related Crimes in 2025" https://www.npa.go.jp/publications/statistics/safetylife/080423huzokukankeitoukei.pdf (About the number of licenses for game centers and similar businesses from 2020 to 2025.)
  9. GAME Watch "The Month UFO Catcher Was Released (May 1985)" https://game.watch.impress.co.jp/docs/kikaku/2010979.html (About the release of UFO Catcher and memories of changes in customer demographics due to prizes.)
  10. Sega "30th Anniversary of Purikura Birth" (Press Release) https://www.sega.co.jp/release/250725_1.html (About the release date of the first Print Club machine.)
  11. Teikoku Databank "Trends in Bankruptcies, Closures, and Dissolutions of 'Game Centers'" https://www.tdb.co.jp/report/industry/z3ao13xi8enf/ (About average profit per 100 yen of sales and management centered on crane games.)