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Playing as Producing: Convergence Culture and Localization of EA Digital Games in Taiwan

Playing as Producing: Convergence Culture and Localization of EA Digital Games in Taiwan
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Author(s): Ying-Chia H. Lin (Fu-Jen Catholic University, Taiwan)
Copyright: 2012
Pages: 14
Source title: Computer Engineering: Concepts, Methodologies, Tools and Applications
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-61350-456-7.ch702

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Abstract

The main goal of this chapter is to explore the dynamics and interactions between foreign producers, media technologies, and local consumers in the process of globalization through a discussion of the localization of digital games. As digital games have become global entertainment products, the game industry has encountered various lingual and cultural challenges in the process. The content of digital games can be changed more easily and many game players are able to create objects or modify the game world to express their programming abilities or identities. The game industry takes advantage of digital technologies and player modding practices to overcome language and cultural barriers. Modding and other localization practices, such as translation and local packaging, imply the convergence of the global and the local cultures (i.e. glocalization) as well as the producers and consumers (i.e. prosumers).

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