Japanese crane games that saved arcades, why are they 'a symbol of decline' in Taiwan? - Taiwanese media

This article was automatically translated from Japanese by AI. The original Japanese version is the authoritative source.
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On the 9th, Hong Kong 01 published an article stating that there are fundamental differences in the business models of crane games in Japan and Taiwan, with them being regarded as "saviors" in Japan and treated as "symbols of decline" in Taiwan.

On July 9, 2026, Hong Kong media outlet Hong Kong 01 published a column article by Taiwanese media outlet Feng Chuan Media (Fengchuan Media), stating that there are fundamental differences in the business models of crane games in Japan and Taiwan, with them being regarded as "saviors" in Japan and treated as "symbols of decline" in Taiwan.

The article introduced that the sales ratio of Japanese crane games has risen from 20% in the 1990s to 60% today, and while sales of video game machines such as fighting games have shrunk, demand for crane games has expanded. It also pointed out that according to data from the Japan Amusement Industry Association (JAIA), a general incorporated association, while the number of game centers nationwide in Japan has decreased by 80% over the past 30 years, the industry's total sales have largely maintained the level of 30 years ago. It conveyed an expert's view that a structure has been established where crane game machines support the entire game center industry.

Furthermore, the article explained that in Japan, crane game operators accurately grasp consumer psychology and have transformed shopping into a small adventure game through fine-tuning the difficulty of the cabinets and the uniqueness of the prizes. It analyzed that by deeply connecting with anime intellectual property (IP) and introducing a large number of amusement-exclusive prizes not available through general distribution channels, they create extremely high rarity and build a strong fan economy.

The article further introduced that many staff members are always present in Japanese crane game arcades, adjusting positions, livening up the atmosphere, and even "discreetly helping" customers when they absolutely cannot win a prize, remarking, "A warm and interactive experience exists here."

On the other hand, it pointed out that many crane game arcades in Taiwan adopt an unmanned store model and are merely a temporary stopgap during periods when long-term tenants cannot be found, or an investment to gain passive income. It stated, "There is no service and no interaction. If a street becomes nothing but cold cabinets and surveillance cameras, it will naturally give people a desolate impression," explaining the true nature of the "temperature difference" in crane games between Japan and Taiwan. (Edited and translated by Kawashiri)

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