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Culture, technology, market and transnational circulation of cultural products: The glocalization of EA digital games in Taiwan.

机译:文化产品的文化,技术,市场和跨国流通:台湾EA数字游戏的全球化。

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摘要

Many of the current globalization study have directed the focus from production to the circulation. In the same vein, this study focused on the transnational circulation of cultural products and used the case of American digital games to answer the following questions: What is the connection between the global circulation of digital games and the localization practice? What are the implications of the localization practiced by the digital game industry in the study of international communication and cultural globalization? More specifically, this project examines how the forces and factors in cultural, economic, and technological domains affect the localization of American digital games in Taiwan. The biggest game company in the US, Electronic Arts (EA), was chosen as the subject of the in-depth analysis. The entire case study was composed by two in-depth analyses: historical-contextual analysis and game localization analysis.; Although the corporate is using the discourse of localization , the analysis of localization in the three circuits of interactivities: culture, technology, and market, demonstrates that the global operation of digital game industry is a blend of centralization and decentralization, and of universalization and particularization. On the one hand, the global transnational corporate has to decentralize to accommodate local differences. On the other hand, it has to maintain its dominance through control and centralization.; For future studies on global communication, we need to develop a more sophisticated model of the analysis and comparison of localization or globalization that would attend to the micro study of transnational circulation and consumption, as well as to the macro study of the structure and context in which the circulation and consumption take place. Globalization should not be seen as merely a social phenomenon but also as a means to help us understand the dynamics of the global and the local under the influences of history, culture, market, and technology.
机译:当前的许多全球化研究已将重点从生产转向流通。同样,本研究关注文化产品的跨国流通,并以美国数字游戏为例来回答以下问题:数字游戏的全球发行与本地化实践之间有什么联系?数字游戏产业在国际交流和文化全球化研究中所进行的本地化意味着什么?更具体地说,该项目研究文化,经济和技术领域的力量和因素如何影响美国数字游戏在台湾的本地化。美国最大的游戏公司电子艺术(EA)被选为深入分析的主题。整个案例研究由两个深入的分析组成:历史语境分析和游戏本地化分析。尽管公司使用本地化的话语,但对交互性的三个回路(文化,技术和市场)的本地化分析表明,数字游戏产业的全球运营是集中化和分散化,以及通用化和特殊化的融合。 。一方面,全球跨国公司必须下放权力以适应当地差异。另一方面,它必须通过控制和集中来保持其主导地位。对于未来的全球传播研究,我们需要开发一个更复杂的本地化或全球化分析和比较模型,该模型将用于跨国流通和消费的微观研究以及对结构和背景的宏观研究。进行流通和消费。全球化不仅应被视为一种社会现象,而且应被视为帮助我们了解历史,文化,市场和技术影响下的全球和地方动态的一种手段。

著录项

  • 作者

    Lin, Ying-Chia Hazel.;

  • 作者单位

    University of Washington.;

  • 授予单位 University of Washington.;
  • 学科 Mass Communications.; Education Technology.
  • 学位 Ph.D.
  • 年度 2006
  • 页码 161 p.
  • 总页数 161
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 传播理论;
  • 关键词

  • 入库时间 2022-08-17 11:39:31

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