The Significance of the Concepts of ‘Convergence’ and ‘Localisation’ for Understanding Today’s Global Video Games Industry?

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The video games industry today has evolved, adapted and advanced dramatically involving profoundly new and improved technologies, increasing communication (online and through the social aspect of gaming) and entertainment, since it first emerged in the 1920’s with the early pinball machines, continuing further into the 1960’s, with the first videogame called ‘Space War’ produced in 1962 by Steve Russell (Merino 2006) and further developing to become the successful multi billion global phenomenon that it is today. It can be argued that this popularity and success has only been brought about by the processes of localisation and convergence. It is believed that these notions are an ‘integral part of the development cycle’ (Merino 2006), providing the videogames industry with significant factors and features that have influenced its development into the vast, successful and lucrative industry it has become in contemporary society. Video games can be described in a broad sense as ‘electronic games, computer games and video games’ (Encyclopoedia Brittanica 2001), ranging from pinball machines to handheld game consoles, used for amusement and entertainment. I am going to be discussing the significance of the two concepts, convergence and localisation and express the importance and impact they have upon us in helping us to understand today’s global videogames industry. Convergence is the ‘integration of the entertainment industry’ (Whiteman 2010), and the assimilation and incorporation of communication, ‘computing and media technologies, and hence the integration of the businesses, markets and the social interaction associated with them’ (Hartley 2002: 39). This means that technology has evolved so much so that products are bec... ... middle of paper ... ... Studies, Volume 7 (1): 33-43 Hartley, J.(2002). Communication, Culture and Media Studies, The Key Concepts. New York: Routledge. Merino, M. B. (2006) ‘On the Translation of Video Games’, The Journal of Specialised Translation, issue 6, http://www.jostrans.org/issue06/art_bernal.php [accessed 11/03/2010] Mongiron, C. and O’Hagan, M. (2006) ‘Game Localisation: Unleashing Imagination with ‘Restricted’ Translation.’ The Journal of Specialised Translation 6: 10-21 Sony (2010) http://www.scei.co.jp/corporate/data/bizdatajpn_e.html [Accessed 13/03/2010] Thayer, A., Kolko, B.E. (2004). ‘Localization of Digital Games: The Process of Blending for the Global Games Market.’ Technical Communication 51 (4): 477-488. Whiteman, N (2010) ‘Videogames and Games Cultures in a Global context’, The Media in the International Context, University of Leicester

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