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KIM DONG-EUN · New-Content Business Models and the IP Expansion Economy (30 chapters)

Part 6. The Arcade — The Invention of a Coin

Kim Dong-eun WhtDrgon. · Chapter 6

Part 6. The Arcade — The Invention of a Coin

A Genealogy of Payment Habits — A Historical Hintbook for New-Content Business Models Part 6 — Part II: The Game Industry Begins

The Act of Inserting a Coin

You take a coin from your pocket, push it into a machine's slot, and the screen lights up.

Those three steps required decades of history—not technological history, but the history of payment habits. Why did people begin putting coins into machines? What earlier habits made the act possible, and how was it transformed and carried forward?

This is the starting point of business models in the digital-game industry. The arcade is not merely an obsolete technology. The DNA of gacha, in-app purchases, and live services is here.

Before Pinball — How Coins Entered Machines

Arcade games did not invent the habit of inserting coins into machines.

Coin-operated machines already existed in the late nineteenth century. British vending machines sold postcards and Bible books in the 1880s. The mutoscope, which showed a short silent-film clip for a coin, spread through American railway stations, department stores, and drugstore corridors in the 1890s.

The habit existed before games arrived.

Pinball machines (1930s): Pinball's immediate ancestor was bagatelle, a tabletop game in which players struck balls into holes, popular among nineteenth-century French aristocrats. It was miniaturized and converted to coin operation.

Pinball landed in two habit-spaces. One was gambling: early machines dispensed prizes or cash according to the result and differed little from slot machines. The other was entertainment in social spaces. Machines stood in bars, taverns, and billiard halls, where people already spent small amounts.

Many American cities banned pinball in the 1940s. New York outlawed it in 1942 as “a gambling machine harmful to youth,” and kept the ban until 1976.

The ban fell when pinball was demonstrated to be a “game of skill.” At a 1976 New York City Council hearing, expert player Roger Sharpe used a particular flipper move to send a ball to a predicted position. The hearing and a council vote lifted the ban: pinball was skill, not gambling.

That distinction between a game of skill and gambling later became a standard for determining the legal and social standing of arcade games generally.

The Vending-Machine Genealogy — The Prehistory of Coin Insertion

Long before pinball, people inserted coins into machines in contexts unrelated to entertainment.

Vending machine: A record says that Hero of Alexandria designed a coin-operated holy-water dispenser in the first century BCE. Installed at a temple entrance, it released a measured amount when a coin was inserted. Its authenticity is debated, but the story is repeatedly cited because it illustrates the long history of “coin → immediate acquisition.”

Modern vending took hold in 1880s Britain with postcard and cigarette machines at railway stations and post offices. In the 1920s, gum and candy machines appeared in American subway stations. They made “insert a coin and immediately receive something” an everyday behavior.

Mutoscope (1890s): Hundreds of cards rotated inside the machine. Insert a coin and turn a handle, and the rapidly passing cards appeared to move. Installed in street shops and drugstores, they showed acrobatics, dancing, and comedy. Estimates suggest that more than fifteen thousand operated in the United States alone by 1905.

The mutoscope established “insert a coin and enjoy a brief entertainment.” Arcade games inherited the habit-space intact; only the machine changed.

Pong — The First Evidence

In September 1972, an unfamiliar machine appeared in a bar in Sunnyvale, California: Atari's Pong. Two lines stood at opposite sides of a screen and passed a dot between them. That was the entire game.

A fault notice was attached inside. When an Atari employee checked a few days later, the machine truly had stopped. The cause was coin overload: the cash box was full, leaving no room for another coin.

The episode proved that demand existed for the act of putting coins into a machine. Until then it was a hypothesis. Pong turned it into data.

Play initially cost twenty-five cents, roughly the price of a vending-machine drink. For people already accustomed to spending a quarter, inserting one into a machine for a pleasant interval was not strange.

Pong's success from 1972 to 1978 produced a wave of manufacturers—Atari, Midway, Taito, and Namco. More machines led to arcades, and the coin-insertion habit spread.

Space Invaders — The Country That Ran Short of Coins

Taito released Space Invaders in Japan in 1978. Players shot descending aliens. The game was simple; the response was not. Lines formed at game centers, arcades multiplied, and Japan reportedly faced a shortage of 100-yen coins.

The coins needed for play accumulated in arcades and grew scarce in circulation, and the Japan Mint reportedly increased production. The claim is debated, but remains a common measure of the craze's scale.

In the United States, sixty thousand machines had been installed by 1979. Estimated cumulative worldwide revenue exceeded $1 billion. Because this was coin revenue over several years, it is not directly comparable to a single film's box office, but it was often described as surpassing the roughly $486 million earned by the era's biggest hit, Star Wars.

Arcades became social spaces. Machines appeared in shopping malls, cinema lobbies, gas stations, and pizzerias. Teenagers gathered; adults worried. A moral panic that “games corrupt youth” led some American local governments to ban arcades—a familiar response whenever new content spreads rapidly.

Coin per Play vs. Time per Play — Two Models Compete

Arcade business models had two fundamentally different structures.

Coin per Play: Insert a coin for each game. Greater skill lets a player enjoy more time for fewer coins. A harder game demands coins more often, linking revenue to difficulty.

Time per Play: Pay for unlimited play during a fixed period—the arcade counterpart of the Korean PC café.

They landed in different habit-spaces. Coin per Play resembled the per-game fee of billiard and bowling halls: pay for a game, and skill extends it. It became the arcade standard. Time per Play resembled paying to use a space for a period, as in bathhouses and gyms. Some Japanese arcades tried it, but Coin per Play prevailed.

Why? It gave operators a crucial ability: game design could adjust how much one cabinet earned per hour. Higher difficulty brought coins more frequently, but excessive difficulty drove players away; too little reduced coin volume. Finding that balance was a core variable of arcade design.

It directly preceded energy recharging and gacha-probability settings in mobile games. Systematic balancing of revenue and play experience began in arcades.

“Continue? 9 8 7 6…” — Inventing Anxiety-Driven Monetization

The arcade produced a psychologically sophisticated invention: the Continue countdown.

“CONTINUE?” appears after Game Over. Numbers count down: 9, 8, 7. Insert a coin and revive; reach zero and everything ends.

Those ten seconds create unique pressure. Loss aversion—the fear that everything accumulated will disappear—takes over. There is no time to deliberate. A player who never thought of reaching for a wallet during play instinctively reaches into a pocket when the countdown begins.

The structure matches many modern mobile purchase points: an energy-refill popup at zero; “revive with gems” after defeat; a countdown on a limited-time offer. Arcade games first systematized payment through the urgency of “use it now or lose it.”

The design adds accumulated score: points earned, stages reached, enemies defeated. Abandoning them and restarting feels like a loss. Continue also purchases that accumulation.

Combat-power numbers, RPG levels, and social-game rankings are variations on paying not to lose what one has built. The structure connects to the sunk-cost effect: the more time and effort already invested, the easier it is to justify additional spending to protect them.

Continue compressed the psychology into ten seconds. Whether consciously designed or organically discovered varied by game, but later business models repeated, modified, and intensified it deliberately.

Arcades Did Not Sell Games — They Sold Belonging

Defining the arcade habit-space only as “wanting to play a game” misses something essential. The arcade was a social space.

In a 1980s arcade, one person played while several watched. Skill drew cheers; a high score drew applause. After Game Over, the next player took over. A coin placed on the cabinet marked, “I am next.”

People paid to demonstrate skill, gain recognition among peers, and perform before spectators.

Street Fighter II (1991) turned the arcade into a dueling ground. Two people sat opposite each other in real-time combat. Friends could compete, or a stranger could place a coin and announce a challenge.

Before the internet, only an arcade enabled live play against strangers with spectators gathering around. Online rankings, match lobbies, and ranked games in League of Legends later inherited the space.

It also created an important payment habit: spectators pay too. Watching a skilled player had value. People came without spending a coin, then later played, bought a game magazine, or purchased a strategy video. This was the prototype of paid sports broadcasts, esports viewing, and game streaming on Twitch and YouTube.

The desire to pay to watch another person play already existed in arcades. Digital platforms merely realized it at greater scale.

The Divergence of Japanese Game Centers — Another Arcade Evolution

Japan's market evolved differently from those of the United States and Korea, showing how the same coin habit changes under different conditions.

Medal games: Players use proprietary medals rather than coins. They cannot be redeemed directly for cash, but winnings may be exchanged for prizes or saved for later use. This intermediate medium maintained a legal boundary from gambling.

Structurally, medals resemble casino chips. Converting cash to chips creates psychological distance from “spending money”; medals do the same. Korea's Sea Story may have drawn on the structure.

UFO Catcher (Sega, 1985): Insert 100 yen for one attempt to lift a toy with a crane. After failure the toy remains, inviting the thought, “just a little more.” Operators could adjust the probability of success through machine settings.

Unlike ordinary Coin per Play, the final reward is physical. Players may spend more than the toy's retail value because they are buying not only the toy but “the moment of success.” The combination of probability and material reward structurally anticipates gacha.

After 2000, UFO Catchers became a primary source of game-center revenue. They cost less to operate than video games and earned high margins over toy costs. As home consoles and mobile displaced video cabinets, the physical act of using a claw retained a space that digital media could not replace.

Korea's Special Case — The Economics of the Fifty-Won Arcade

The same technology operated under different economic conditions in Korea.

From around 1984 to 1990, one game effectively cost fifty won. While Americans paid twenty-five cents—then more than two hundred won at exchange rates—Koreans paid fifty, low even relative to prices.

The reason included a physical constraint: Korean coinage had no denomination between fifty and one hundred won. Operators could not set a price of seventy-five or eighty. Given consumer prices, fifty remained the standard.

This gave students with little pocket money access and created a wider customer base than in the United States. The price rose to one hundred won in the early 1990s, reportedly reducing visit frequency. Inability to adjust prices smoothly with inflation was a distinct Korean constraint on the arcade model.

Sea Story — When the Gambling Habit-Space Returned

Around 2004, Sea Story-type machines spread rapidly through adult arcades in Korea. They looked like games, with fish and ocean backgrounds, but operated more like slot machines. Five hundred won generated points; points became prizes; unofficial channels converted prizes into cash.

Related venues multiplied in 2005–2006. By 2006, Korea had tens of thousands of adult arcades, while the press published varying estimates of users and economic scale.

In the second half of 2006, the Korea Media Rating Board began canceling classifications. A new Game Rating Board dedicated to games launched that October, and shutdown measures followed by year-end. Venue numbers collapsed after 2007.

The affair directly prompted a comprehensive revision of Korea's Game Industry Promotion Act. Legislation from this period laid the legal foundation for advance game classification, judgments of gambling characteristics, and later debate over regulating randomized items.

Sea Story demonstrates that a business model landing in the gambling habit-space can grow extremely quickly. Gambling is a thick space thousands of years old, but it collides strongly with law. Rapid growth and rapid extinction arrive together.

DDR and Pump It Up — An Unexpected Space

Konami's Dance Dance Revolution (DDR) arrived in Japanese arcades in 1998. Players stepped on panels in response to onscreen arrows, moving the whole body.

DDR did not land in an established gaming habit-space. Many early players did not normally visit arcades: girls and people who had never held a gamepad stepped onto the platform.

Its space was physical activity plus performance before peers—moving to music, watching experts, and demonstrating one's own skill. It connected to aerobics, skipping rope, and school physical education.

Korea's Pump It Up (Andamiro, 1999) replaced DDR's four cardinal directions with four diagonal corners and a center panel. The layout demanded more vigorous movement and won a stronger Korean share than DDR. Its different movement difficulty appealed to experienced arcade players.

Although classified as “game machines,” their actual payment habit-space resembled fitness clubs and dance academies. People paid coins to exercise and perform.

Their popularity reshaped arcades: dedicated areas gained lighting and spectator space. One machine changed the room. Specialized dance arcades appeared, later joining a broader line of specialized entertainment spaces—karaoke rooms, escape rooms, and screen golf. As payment shifted from coins to time, Time per Play returned.

DDR also produced drumming, guitar games such as Guitar Freaks, and Sound Voltex. They landed in the habit-space of musical performance: imitation of playing an instrument became the reason to pay.

Failure — The Economics of LaserDisc Games

Dragon's Lair appeared in American arcades in 1983, a fully animated game made by Don Bluth's studio. It looked unlike existing pixel graphics. Long lines formed even at fifty cents per play, twice the standard price.

Yet a cabinet cost roughly $4,000, far above the usual $2,000–$3,000, because it contained a LaserDisc player. About one thousand units had shipped by July 1983, with roughly 7,500 back orders, but their numbers plunged after 1984–85. LaserDiscs lacked durability, machines failed often, and repairs were expensive. Space Ace (1984) followed a similar path.

Technology and cost collided with arcade economics. Operators calculated recovery of cabinet investment in coin revenue; expensive machines required more coins. Technical spectacle did not guarantee sustainable revenue. Conventional graphics also improved rapidly, reducing Dragon's Lair's visual advantage after 1985.

Failure — The Gap in Home Ports

Attempts to port arcade hits to home consoles repeatedly disappointed.

Pac-Man for Atari 2600 (1982): Atari produced roughly twelve million copies. About seven million sold; some five million remained in inventory or were returned. Contemporary accounts often noted that the hardware could not reproduce the arcade screen adequately.

It is frequently remembered as one factor in the Atari Shock, although that crash had multiple causes: oversupply, poor quality control, and growing competition among them.

The fundamental porting problem was that people did not insert coins only “to play that game.” They also bought the social space, peer competition, and atmosphere. Those could not be ported to a home console.

An Unexpected Connection — Life4Cuts and the Twenty-First-Century Arcade

Korean arcades declined after 2000 as PC cafés, mobile games, and consoles grew. Yet the habit-space of “put a small payment into a machine and receive an immediate reward” survived.

Life4Cuts, Photoism, and Haru Film (since the mid-2010s): Pay with coins or a card, take four photographs, and receive a printed strip. Money enters a machine and an immediate physical result emerges.

The structure is identical to an arcade cabinet: approach machine → small payment → immediate reward → share result on social media. Sharing becomes marketing; users recruit users.

The habit-space overlaps with arcade entertainment among peers and performative sharing, while adding souvenir production and social-media content creation. The photograph is both a physical memento and material for a post.

Its business structure includes:

  • Operator revenue: usage fee of roughly 3,000–4,000 won versus paper, ink, and machine rental costs.
  • Brand revenue: machine sale or rental, consumable supplies, and royalties.
  • Secondary ecosystem: decoration supplies, photo albums, and related merchandise.

Most notably, user-generated content becomes marketing. Every posted strip exposes the brand without separate ad spending. Traditional arcades lacked this function; Life4Cuts added an element native to the social-media age.

Medal machines and capsule-toy gacha also revived by combining with “proof-shot” culture. Japanese customers post capsule results; Korean consumers post Pokémon bread and sticker photos. Both join arcade draws to social sharing.

The arcade hall has shrunk, but its central payment structure lives on and expands through a new space. Machines changed, another space was added, and the structure continued. That is how payment habit-spaces transfer.

The Arcade DNA of Mobile Games

The arcade model's strongest heir is neither the console nor the PC, but the smartphone.

Around 2010, Japanese feature-phone platforms GREE and DeNA's Mobage digitized gacha. Turning the handle of a coin-operated capsule machine became one screen tap. GREE's annual revenue grew to tens of billions of yen in the feature-phone era, driven chiefly by digital gacha.

Life systems are an even more direct inheritance. In Candy Crush Saga (2012) and LINE: Disney Tsum Tsum (2013), players who exhaust five lives must stop: wait thirty minutes, buy hearts, or request them from friends. The Continue countdown's pressure became waiting. The decision remains: “Continuing now costs money.”

After its 2013 Japanese launch, Tsum Tsum earned billions of yen per month, mostly in small purchases. The arcade model worked without a machine or coin.

Spectator culture continued too. Seeing a friend's progress and beginning to play, or posting proof of a clear on social media, echoes watching an expert in an arcade corner and then joining the line. Platforms changed and screens shrank, but the psychology driving payment continued from the arcades of the 1970s.

This Chapter's Hints — Checkpoints for New-Content Planners

Checkpoint 1: Is there an immediate-reward structure?

The arcade's core was “insert coin → begin immediately.” How long is the interval between payment and delivery of value in your content? The longer it is, the weaker the decision to pay.

Checkpoint 2: Can small payments be repeated?

Repeated small payments may exceed one large payment and create a habit. Once “this much is fine” becomes internalized, that unit becomes a standard. What is your smallest payment unit, and which familiar unit of consumption can it be compared with?

Checkpoint 3: Does your content sell a game, or belonging?

DDR proved that the form of content may differ from the true reason for payment. Are Life4Cuts users paying for a photograph, social-media content, or an experience with friends? Accurate diagnosis enables more effective payment design.

Checkpoint 4: Can spectators naturally become participants?

The arcade's strongest acquisition channel was not advertising but spectators. They watched skilled play, joined the line, and returned despite being novices. Can people witness part of your experience without paying? A structure in which free spectators eventually pay is the oldest marketing invention of the arcade.

The next chapter moves from the arcade to the living room: the new payment habit-space of “ownership” created by console games, and its transformation into DLC, Game Pass, and Games as a Service.

Kim Dongeun WhtDrgon@MEJE.kr 2026