Cultural analysis of the video game industry: a comparison between the West and China
Autor(a) principal: | |
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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. |
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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 |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
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RCAAP |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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