人格
电子游戏
游戏艺术设计
背景(考古学)
功能(生物学)
社会学
元游戏
光学(聚焦)
游戏设计
游戏开发者
计算机科学
媒体研究
非合作博弈
多媒体
同时博弈
博弈论
人机交互
历史
数学
物理
考古
数理经济学
进化生物学
生物
光学
标识
DOI:10.1177/15554120241251523
摘要
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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