Skip to main content Accessibility help
×
Hostname: page-component-76fb5796d-vfjqv Total loading time: 0 Render date: 2024-04-25T17:03:55.244Z Has data issue: false hasContentIssue false

20 - Open Worlds: Globalization, Localization and Video Game Music

from Part V - Game Music, Contexts and Identities

Published online by Cambridge University Press:  15 April 2021

Melanie Fritsch
Affiliation:
Heinrich-Heine-Universität Düsseldorf
Tim Summers
Affiliation:
Royal Holloway, University of London
Get access

Summary

Video games are an international phenomenon. That statement is true both in the colloquial sense – games are a tremendously popular media form enjoyed by more than a billion players around the globe – but also in the sense that they are profoundly international. Games on my phone, computer or shelf right now were created in countries including: Canada (Assassin’s Creed), Germany (Risen), Japan (Final Fantasy XV), Poland (The Witcher 3), South Africa (Desktop Dungeons), South Korea (Magna Carta), the United Kingdom (The Room), the United States (Fallout) and Uruguay (Kingdom Rush) – amongst others. Despite this diversity, however, relatively few video games are overtly identified as products of any particular geographic region. Instead, developers often deliberately eliminate or minimize region-specific identifiers through a process called localization, in which aspects of a game are adapted to fit the perceived cultural norms and preferences of a target market.1 This process most obviously includes translation of all game text into different languages, which can be in itself a fraught process. Yet localization also involves a wide range of minor, or possibly major, alterations to game content.2 The economic allure of localization is immense, and well documented. As Rebecca Carlson and Jonathan Corliss have noted, the fundamental concept is that ‘products must appear as if they were manufactured domestically, suggesting that consumers only want goods that feel familiar and “local”’.3 Moreover, in some cases developers must localize games to accommodate legal restrictions, as in the case of Germany, where certain types of imagery and violence are restricted in games.

Type
Chapter
Information
Publisher: Cambridge University Press
Print publication year: 2021

Access options

Get access to the full version of this content by using one of the access options below. (Log in options will check for institutional or personal access. Content may require purchase if you do not have access.)

Save book to Kindle

To save this book to your Kindle, first ensure coreplatform@cambridge.org is added to your Approved Personal Document E-mail List under your Personal Document Settings on the Manage Your Content and Devices page of your Amazon account. Then enter the ‘name’ part of your Kindle email address below. Find out more about saving to your Kindle.

Note you can select to save to either the @free.kindle.com or @kindle.com variations. ‘@free.kindle.com’ emails are free but can only be saved to your device when it is connected to wi-fi. ‘@kindle.com’ emails can be delivered even when you are not connected to wi-fi, but note that service fees apply.

Find out more about the Kindle Personal Document Service.

Available formats
×

Save book to Dropbox

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Dropbox.

Available formats
×

Save book to Google Drive

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.

Available formats
×