Ryū Ga gotoku's japaneseness in local and global contexts:
challenges of cultural translation
BA Games Design (Hons) Thesis || 2019 || 8.8k Words
For my 3rd year thesis I decided to explore video games in the context of culture, and to analyse how cultural specificities affect games locally and globally. I specifically focused on manifestations of Japaneseness in Ryū Ga Gotoku (Yakuza), using the franchise to ground and illustrate my analysis.
In parallel to writing this thesis I also kept a research diary, available here.
Thesis contents include...
Chapter I - Making Games in Japan
I-1. A Historical Overview
I-2. Emergence of Japanese Game Design
Chapter II - Japaneseness in Ryu Ga Gotoku
II-1. Introducing RyūGa Gotoku
II-2. Kamurocho’s Sekaikan
II-3. Shōand Ten: The Importance of Side Content
II.4. The Japanese Humour of RyūGa Gotoku
Chapter III - Towards a Global RyūGa Gotoku
III-1. Changing Perceptions on Japanese Games
III-2. From Ryu Ga Gotoku To Yakuza
III.3. Lessons from Localising RyūGa Gotoku
III.4. Relaunching Yakuza in the West