文化帝国主义与电子游戏本地化:启示录》案例研究角色

IF 2.4 2区 文学 Q1 COMMUNICATION Games and Culture Pub Date : 2024-05-01 DOI:10.1177/15554120241251523
William Helmke
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引用次数: 0

摘要

随着全球媒体市场日益受到重视,视频游戏本地化仍然是该行业的一项重要工作。然而,电子游戏本地化有时只能有效处理电子游戏的独特文化元素。在某些情况下,这些本地化有意抹去这些元素,以使游戏更有市场,或删除在美国文化背景下有争议的内容。本文探讨了《Megami Ibunroku Persona》(在美国发行时改名为《启示录:Persona》)的本地化,并探讨了本地化如何改变各种元素,将游戏背景从日本城市转换为美国城市。我运用新形式主义的游戏研究方法,分析了日文原版和美国本地化版的游戏体验,指出改动如何抹杀了原版的文化独特性。然后,从文化帝国主义的角度,我讨论了本地化如何成为限制进口媒体文化影响的防御机制。
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Cultural Imperialism and Video Game Localization: A Case Study of Revelations: Persona
With increasing focus on global markets for media, video game localization continues to be an essential process for the industry. However, video game localization only sometimes effectively handles the unique cultural elements of video games. In some cases, these localizations intentionally erase such elements to make the game more marketable or remove controversial content in an American cultural context. This article explores the localization of Megami Ibunroku Persona (retitled Revelations: Persona for its U.S. release) and considers how its localization changed various elements to convert the setting from a Japanese city to a U.S. one. Using a Neoformalism-inspired approach to game studies, I analyze playthroughs of both the original Japanese version and the U.S. localization, noting how changes erased cultural uniqueness in the original. Then, from the standpoint of cultural imperialism, I discuss how localization can function as a defense mechanism for limiting the cultural impact of imported media.
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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