Asian Influence in Gaming Essay

Asian Influence in Gaming Essay

Length: 1337 words (3.8 double-spaced pages)

Rating: Strong Essays

Open Document

Essay Preview

Mortal Kombat, a one versus one American video game, developed by NetherRealm Studios as a whole seems to have much influence from the one versus one video game series Street Fighter made by Capcom, a Japanese video game developer. This influence is especially seen in the development of the characters of Mortal Kombat, The character Kitana (Figure 2) from Mortal Kombat displays much influence from Street Fighter’s Chun Li (Figure 1), from colors to a spin off of her clothing. Chun Li (Figure 1) has exaggerated proportions of her body that please the eye as well as Kitana (Figure 2).
Street Fighter’s popularity and success was great, and after releasing Street Fighter II ––where Chun Li (Figure 1) made her first appearance–– it was even greater. Mortal Kombat was not as popular as Street Fighter and their creation of the second Mortal Kombat with the addition of a playable female character Kitana (Figure 2), was greatly influenced by Chun Li (Figure 1). Kitana’s (Figure 2) creation with such influence from Chun Li (Figure 2) was probably to also bring the influence of a successful video game. By creating a similar character as Chun Li (Figure 1) it also gave interest to the Street Fighter fans. In adopting this influence, NetherRealm Studios accepted that the female addition to the fighting game was a smart idea and that the Asian fighting video games had became a success.
Chun Li (Figure 1) is a female character from the video game series Street Fighter depicted with a very young and pleasing appearence. Chun Li( Figure 1) was the first playable female character in the video game series of Street Fighter by Capcom; making her first appearence in Street Fighter II. Although this piece was created by Japanese artist...


... middle of paper ...


...e the idea of something foreign about her is necessary. Kitana’s (Figure 2) clothing is noticeably influenced by Asian culture, but it also is not exactly like the Asian wardrobe to give it an even more foreign design. Clothing moderations based on the Chinese qipao and the fans give a foreign air to the piece because it is not commonly seen in the western hemisphere. Another reason why excoticism is at play is because Japanese fighting games where very popular when they first arrived at arcades, this allows an assumption that because Mortal Kombat looks similar to Street Fighter it may be as good as the game Street Fighter.


Works Cited

http://mortalkombat.wikia.com/wiki/Kitana

http://streetfighter.wikia.com/wiki/Chun-Li

http://en.wikipedia.org/wiki/Mortal_Kombat

http://en.wikipedia.org/wiki/Street_Fighter

http://en.wikipedia.org/wiki/Street_Fighter_X_Tekken

Need Writing Help?

Get feedback on grammar, clarity, concision and logic instantly.

Check your paper »

Essay on Gaming: Is it really that harmful?

- Imagine a world that allows people to become someone else for a moment. This virtual world is undiscovered by many people and is competing with each other. They are not afraid of others judging them. They can express their feelings anonymously without fear. This world is filled with people who, in the real world, would usually be quiet and reserved, but in this world emerge as leaders. This virtual world is accessible to everyone, but only used by a few. These few people who make up this virtual world are called gamers....   [tags: Gaming]

Strong Essays
2506 words (7.2 pages)

Essay on What Effect Have Games and Gaming Had On Society

- In the 1980’s video games became vastly popular and its market boomed. Since this time the market has continued to grow, making it one of the most popular forms of entertainment in the modern day. There has been much speculation on the effects that both games and gaming have had on society as a whole. Games were first invented in the late 1940’s being found on mainframe computers. The first commercially viable game was computer space in 1971 a coin operated arcade version of an earlier game called Spacewar....   [tags: Gaming]

Strong Essays
926 words (2.6 pages)

Asian Immigration And Asian Immigrants Essay

- Asian immigrants have faced many obstacles transitioning to life in America. One major obstacle Asian immigrants came face to face with was receiving an education. Asians are known to place high value on learning and education, but many things stood in their way and hindered them from even receiving an education. Between Asian immigrants and Americans lie a language barrier, which is often seen as a set back. An example of this is Lac Su since he had to serve as a translator for his parents, which in turn affected his school work....   [tags: Asian American, United States, Philippines]

Strong Essays
937 words (2.7 pages)

Perspectives on Gaming and Self-Esteem Issues Essay

- Desire can be a very powerful emotion for humans in this world. For humans there is only one rule, we get what we want because it is in our nature--our desire. In the Writers Presence, Will Right and Marie Winn describe their perspectives on gaming and watching TV. One has a good point of view, while the other argues about its downfall. People want more and more and cannot stop. But what if something we want or already have can be changed from good to bad. What if this desire we have inside turns into a force which controls the way we feel about ourselves in a whole new way....   [tags: gaming, addictions,]

Strong Essays
602 words (1.7 pages)

The Gaming Stereotype Essay

- The term “gamer” tends to be synonymous with “geek” in many people’s minds. They see gaming as a device that absorbs the majority of the time of the user, leaving them as mindless empty, pale husks with no ambitions other than beating that next boss or shooting the enemy in the face. However, few gamers waste their life away. On the contrary, many of these so-called geeks tend to be more social than the average person, and farther down the technological curve than most. For the truth is that gaming is a rather useful and beneficial hobby....   [tags: Gaming ]

Strong Essays
1053 words (3 pages)

The Device That Will Revolutionize the Gaming Industry Essay

- Throughout time, technological tools have been created and improved for the well-being of humans. From the discovery of fire to having robots educate children, all inventions influence and impact the way we live in a society. Another instrument which will soon remodel the gaming industry and our lifestyle is the Oculus Rift. According to Chacos, Edge-Salois, Hamdan, Luckerson and Trivedi, there is research to prove that the Oculus Rift is a device that will revolutionize the gaming industry and the real world....   [tags: Technological Tools, Advancements, Gaming Industry]

Strong Essays
1167 words (3.3 pages)

Asian Americans : Asian American Population Essays

- Asian Americans have been more active and involved in politics over the past decade. Furthermore, Asian Americans increasingly became more visible in politics extending beyond the city limits. While in many major cities such as Seattle, Los Angeles, San Francisco, and New York City remain packed and serve as a gateway for Asian Americans immigrants. A majority of the United States Asian American population has now moved into the Suburbs. This serves as a part of reaching the American “Dream”. The dream is to own a house in the suburbs with a pool and picket fence....   [tags: Asian American, United States, California]

Strong Essays
1502 words (4.3 pages)

Essay on Society’s Most Recent Scapegoat: Video Gaming

- Rebellious, violent behavior in youth is often treated simplistically – whether Elvis Presley’s latest hits, the programs airing on Saturday night television, or the newest film playing in theaters were popular amongst children and young adults, the blame for unfavorable behavior has always had its scapegoat. One of the most recent additions to society’s scapegoats is video gaming. Whether the objective of a given game is to fight crime or cause it, the morality of video games is often questioned and scrutinized by analysts and citizens alike....   [tags: Video Gaming]

Strong Essays
1627 words (4.6 pages)

Essay on Scalability and Consistency in Server Based Network Gaming

- 2 Background 2.1 Industry The online games market - whilst known by the industry as in its infancy [4] - should surpass $15 Billion this year and sales of virtual goods likely to exceed $1 Billion [1]. This very profitable young market can be debated as the future of gaming [2]. With the cost of Broadband technology going down and online services offering a larger amount of micro-transactions and subscription based games – not to mention virtual goods – it would be hard to resist by any gamer. For example it was reported within 5 days of MODERN WARFARE 2 (MW2) being released it had made $550 million in revenue and an online player base of 8 million, an “army” bigger than real world countries...   [tags: Gaming]

Strong Essays
1161 words (3.3 pages)

Essay on Gaming Observations

- At 1:15pm Saturday afternoon, I am currently hanging out at the student gaming center with the pool tables and a line of arcades in front of me. At least nine to twelve players are gathered around 2 gaming arcade machines in front of me. The two main popular ones that are of interest would be the Street Fighter 3rd Strike and the Marvel vs Capcom 2 machines. The gamers are heavily immerse in watching the players and cheering them on. I am observing four players playing on two separate machines....   [tags: Gaming, narrative]

Strong Essays
1032 words (2.9 pages)