Cultural analysis of the video game industry: a comparison between the West and China

Detalhes bibliográficos
Autor(a) principal: Lopes, Filipe Daniel Abreu
Data de Publicação: 2023
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.22/24502
Resumo: The growth of the video game industry and the recent rise of China as an economic superpower appear almost in parallel time. China has a very large video game market, with one of the largest player bases in the world. However, Chinese culture is quite different from that of the Western world, mainly due to its socialpolitical and cultural context. While the industry may look at this abundant and promising market as a guaranteed opportunity, not understanding the culture could spell failure. In the world of video games, success means hard work and adapting products to certain markets is essential. In this context, this dissertation aims to provide a better understanding of how video games are adapted, taking into account different cultures and some existing challenges. It mainly seeks to describe the Chinese cultural context, which is extremely important for this industry, but also addresses the socialpolitical context with direct influence on the product, namely the regulations existing in China. In addition, specific cultural items and the challenges of localization will be discussed. In a practical approach, differences are presented between the international (Western) version and the Chinese version of several video games. The objective is to demonstrate that these differences do, in fact, exist, as well as to present possible explanations for this fact. Based on the differences found and a study of the reasons why they exist, it will be possible to have a better understanding of the various reasons why these same differences exist, whether for cultural reasons, due to laws, or other reasons.
id RCAP_8eb637937dfacb6c6b1144f2a8368a13
oai_identifier_str oai:recipp.ipp.pt:10400.22/24502
network_acronym_str RCAP
network_name_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository_id_str 7160
spelling Cultural analysis of the video game industry: a comparison between the West and ChinaChinaLocalizationCultureVideo game industryWestLocalizaçãoCulturaIndústria dos video jogosOcidenteGestãoThe growth of the video game industry and the recent rise of China as an economic superpower appear almost in parallel time. China has a very large video game market, with one of the largest player bases in the world. However, Chinese culture is quite different from that of the Western world, mainly due to its socialpolitical and cultural context. While the industry may look at this abundant and promising market as a guaranteed opportunity, not understanding the culture could spell failure. In the world of video games, success means hard work and adapting products to certain markets is essential. In this context, this dissertation aims to provide a better understanding of how video games are adapted, taking into account different cultures and some existing challenges. It mainly seeks to describe the Chinese cultural context, which is extremely important for this industry, but also addresses the socialpolitical context with direct influence on the product, namely the regulations existing in China. In addition, specific cultural items and the challenges of localization will be discussed. In a practical approach, differences are presented between the international (Western) version and the Chinese version of several video games. The objective is to demonstrate that these differences do, in fact, exist, as well as to present possible explanations for this fact. Based on the differences found and a study of the reasons why they exist, it will be possible to have a better understanding of the various reasons why these same differences exist, whether for cultural reasons, due to laws, or other reasons.O crescimento da indústria dos video jogos e a recente ascensão da China como superpotência económica surgem quase em paralelo. A China tem um mercado de vídeojogos bastante vasto, com uma das maiores bases de jogadores do mundo. No entanto, a cultura Chinesa é bastante distinta da do ocidente sobretudo devido ao seu contexto sociopolitico e cultural. Embora a indústria possa olhar para este mercado abundante e promissor como uma oportunidade garantida, o desconhecimento do contexto pode significar o fracasso. No mundo dos vídeojogos, o sucesso significa um trabalho árduo de adaptação dos video jogos tendo em conta os diferentes mercados. Neste contexto, esta dissertação tem como objetivo proporcionar uma melhor compreensão de como ocorre a adaptação dos video jogos, tendo em conta culturas diferentes e alguns desafios existentes. Procura descrever sobretudo o contexto cultural chinês, de extrema importância para esta indústria, mas também aborda o contexto sociopolitico com influência direta no produto, nomeadamente os regulamentos existentes na China. Para além disso, serão discutidos itens específicos da cultura e os desafios da localização dos jogos. Numa abordagem prática, apresentam-se diferenças entre a versão internacional (ocidental) e a versão chinesa de vários vídeo jogos. O objetivo é demonstrar que essas diferenças, de facto, existem, bem como em apresentar possíveis explicações para esse facto. Com base nas diferenças encontradas e um estudo sobre as razões para as mesmas existirem, será possível ter uma melhor compreensão sobre os motivos a que levam a este acontecimento, seja por questões culturais, devido a leis, ou por outra razão.Ribeiro, Sandra Patrícia MarquesRepositório Científico do Instituto Politécnico do PortoLopes, Filipe Daniel Abreu2024-01-17T11:31:36Z2023-11-202023-11-20T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10400.22/24502TID:203467841enginfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-01-24T01:49:58Zoai:recipp.ipp.pt:10400.22/24502Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T01:56:42.141079Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Cultural analysis of the video game industry: a comparison between the West and China
title Cultural analysis of the video game industry: a comparison between the West and China
spellingShingle Cultural analysis of the video game industry: a comparison between the West and China
Lopes, Filipe Daniel Abreu
China
Localization
Culture
Video game industry
West
Localização
Cultura
Indústria dos video jogos
Ocidente
Gestão
title_short Cultural analysis of the video game industry: a comparison between the West and China
title_full Cultural analysis of the video game industry: a comparison between the West and China
title_fullStr Cultural analysis of the video game industry: a comparison between the West and China
title_full_unstemmed Cultural analysis of the video game industry: a comparison between the West and China
title_sort Cultural analysis of the video game industry: a comparison between the West and China
author Lopes, Filipe Daniel Abreu
author_facet Lopes, Filipe Daniel Abreu
author_role author
dc.contributor.none.fl_str_mv Ribeiro, Sandra Patrícia Marques
Repositório Científico do Instituto Politécnico do Porto
dc.contributor.author.fl_str_mv Lopes, Filipe Daniel Abreu
dc.subject.por.fl_str_mv China
Localization
Culture
Video game industry
West
Localização
Cultura
Indústria dos video jogos
Ocidente
Gestão
topic China
Localization
Culture
Video game industry
West
Localização
Cultura
Indústria dos video jogos
Ocidente
Gestão
description The growth of the video game industry and the recent rise of China as an economic superpower appear almost in parallel time. China has a very large video game market, with one of the largest player bases in the world. However, Chinese culture is quite different from that of the Western world, mainly due to its socialpolitical and cultural context. While the industry may look at this abundant and promising market as a guaranteed opportunity, not understanding the culture could spell failure. In the world of video games, success means hard work and adapting products to certain markets is essential. In this context, this dissertation aims to provide a better understanding of how video games are adapted, taking into account different cultures and some existing challenges. It mainly seeks to describe the Chinese cultural context, which is extremely important for this industry, but also addresses the socialpolitical context with direct influence on the product, namely the regulations existing in China. In addition, specific cultural items and the challenges of localization will be discussed. In a practical approach, differences are presented between the international (Western) version and the Chinese version of several video games. The objective is to demonstrate that these differences do, in fact, exist, as well as to present possible explanations for this fact. Based on the differences found and a study of the reasons why they exist, it will be possible to have a better understanding of the various reasons why these same differences exist, whether for cultural reasons, due to laws, or other reasons.
publishDate 2023
dc.date.none.fl_str_mv 2023-11-20
2023-11-20T00:00:00Z
2024-01-17T11:31:36Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10400.22/24502
TID:203467841
url http://hdl.handle.net/10400.22/24502
identifier_str_mv TID:203467841
dc.language.iso.fl_str_mv eng
language eng
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron_str RCAAP
institution RCAAP
reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository.name.fl_str_mv Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
repository.mail.fl_str_mv
_version_ 1799137054968250368