{"title":"Cultural Imperialism and Video Game Localization: A Case Study of Revelations: Persona","authors":"William Helmke","doi":"10.1177/15554120241251523","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"21 1","pages":""},"PeriodicalIF":2.4000,"publicationDate":"2024-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Games and Culture","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1177/15554120241251523","RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 0
Abstract
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.
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.