Cultural Imperialism and Video Game Localization: A Case Study of Revelations: Persona

Author:

Helmke William1ORCID

Affiliation:

1. Institute of Communications Research, College of Media, University of Illinois Urbana/Champaign, Urbana, IL, USA

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.

Publisher

SAGE Publications

Reference16 articles.

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3. Farokhmanesh M. (2016, September 14). The Persona series, explained. Polygon. https://www.polygon.com/2016/9/14/12901558/what-is-persona-explainer-persona-5#persona.

4. McDonald E. (2017, April 20). The Global Games Market 2017. https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/.

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