dc.contributor.author | PANFIL, Alexandrina | |
dc.date.accessioned | 2024-10-30T09:33:06Z | |
dc.date.available | 2024-10-30T09:33:06Z | |
dc.date.issued | 2024 | |
dc.identifier.citation | PANFIL, Alexandrina. Content culturalization in games. In: Conferinţa tehnico-ştiinţifică a studenţilor, masteranzilor şi doctoranzilor = Technical Scientific Conference of Undergraduate, Master and PhD Students, Universitatea Tehnică a Moldovei, 27-29 martie 2024. Chișinău, 2024, vol. 4, pp. 2300-2302. ISBN 978-9975-64-458-7, ISBN 978-9975-64-462-4 (Vol. 4). | en_US |
dc.identifier.isbn | 978-9975-64-458-7 | |
dc.identifier.isbn | 978-9975-64-462-4 | |
dc.identifier.uri | http://repository.utm.md/handle/5014/28420 | |
dc.description.abstract | This paper explores the pivotal role of culturalization in video games, highlighting its significance beyond translation and localization. The study examines the key cultural variables: history, religion, stereotypes, and geopolitical imaginations, which are essential in adapting games for global markets. Case studies include the adaptation of "Animal Crossing" for American culture and the controversy surrounding Nintendo's renaming of Pikachu in Hong Kong. The paper concludes with strategic recommendations for effective culturalization in the gaming industry. | en_US |
dc.language.iso | en | en_US |
dc.publisher | Universitatea Tehnică a Moldovei | en_US |
dc.relation.ispartofseries | Conferinţa tehnico-ştiinţifică a studenţilor, masteranzilor şi doctoranzilor = Technical Scientific Conference of Undergraduate, Master and PhD Students: Chişinău, 27-29 martie 2024. Vol. 4; | |
dc.rights | Attribution-NonCommercial-NoDerivs 3.0 United States | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/us/ | * |
dc.subject | videotex | en_US |
dc.subject | games | en_US |
dc.subject | global gaming market | en_US |
dc.title | Content culturalization in games | en_US |
dc.type | Article | en_US |
The following license files are associated with this item: