The Japanese video game industry is one of the largest and most innovative in the world. They are lauded for their creativity and longevity, as well as their broad cultural appeal. However, what many consumers don’t realize is that behind the graphics and fantastical plotlines often lies a broader significance. Many of the most popular franchises in Japanese video gaming are heavily based on mythology, both Eastern and Western alike. While it is often not apparent to many players, especially younger gamers or those who are not familiar with the mythological canon, these details give the gameplay and coinciding plots more depth, and can be seen as a reflection on the creators’ view of culture. [Read more...]
Game Over? The End of Japanese Dominance in the American Console Gaming Market

Almost every gamer who was around in the 1990′s and 2000′s nostalgically remembers their first time playing what is critically regarded as some of the greatest games of all time. Super Mario Brothers, Final Fantasy VII, Ocarina of Time, and Pokémon, among others, that went into forging these childhood memories all hail from the Land of the Rising Sun. For years the Japanese have dominated the gaming industry since it took off in the 1980′s cementing their creations in the childhood of so many Americans. Talk to American gamers now however and you hear talk of much different popular franchises (Halo, Call of Duty, Grand Theft Auto to name a few) originating from across the Pacific Ocean in none other than the west itself. [Read more...]
Pokémon, Localization, and Cultural Odor
The concept of mukokuseki is one used by many recent popular culture products emerging from Japan. The term, literally the quality of “statelessness” or “nationlessness”, is used by Japanese producers of popular culture items to make these items relatable and marketable all over the world. Interestingly enough, one of the products of Japanese popular culture to really send the foreign popularity of Japanese pop culture into the stratosphere was one that, in Japan, was littered with references and locales that only the Japanese would understand and appreciate, a “cultural odor” seen as foreign and exotic to those consumers outside of Japan. (Iwabuchi, 27) This product is one that most in the United States knows as “Pokémon” or, in Japan, “Pocket Monsters.” [Read more...]
Pokémania Caught ‘Em All: The Youth Imagination, Adult Uncertainty, and Everybody’s Wallets
The Pokémania that gripped the United States at the end of the twentieth century can best be described as a series of contrasts. This duality encompassed clueless parents and their captivated children, the American businesses who reaped the profits and the public who clamored for its consumption, and the product’s inherent sense of both capitalism and communalism. Pokémon’s success in the United States can be attributed to a combination of these factors. American corporations saw the unprecedented success of the franchise in Japan, recognized the potential for endless revenue streams, and marketed it towards children after repackaging it as a culturally neutered product. Children latched onto the games, cards, and cartoons because they could exercise control over the way they played and could communicate within their own peer groups. The majority of parents saw it as a benign yet totally incomprehensible foreign good when they were not transfixed on the sensational stories of violence reported by fear mongering media outlets. [Read more...]
Localization vs Censorship: Fansubbing and the Search for a “Real Japan”
Adapting multimedia works from one culture to another is by no means a simple task. Beyond the obvious considerations of how best to deal with linguistic differences, the translator must engage with disparities in cultural norms. This can be anything from how a story constructs meaning and is represented visually, to the moral sensibilities of the viewing audience. This process has been termed localization, and is defined by the Localization Institute as:
The process of creating or adapting a product to a specific locale, i.e., to the language, cultural context, conventions and market requirements of a specific target market. With a properly localized product a user can interact with this product using his/her own language and cultural conventions. It also means that all user-visible text strings and all user documentation (printed and electronic) use the language and cultural conventions of the user. Finally, the properly localized product meets all regulatory and other requirements of the user’s country/region. [Read more...]