Thesis

About

Ryū Ga Gotoku’s Japaneseness in Local & Global Contexts: Challenges of Cultural Translation
Table of Contents
  • Introduction
  • Chapter I – Making Games in Japan
    • I-1. A Historical Overview
    • I-2. Emergence of Japanese Game Design
  • Chapter II – Japaneseness in Ryū Ga Gotoku
    • II-1. Introducing Ryū Ga Gotoku
    • II-2. Kamurocho’s Sekaikan
    • II-3. Shō and Ten: The Importance of Side Content
    • II-4. The Japanese Humour of Ryū Ga Gotoku
  • Chapter III – Towards a Global Ryū Ga Gotoku
    • III-1. Changing Perceptions on Japanese Games
    • III-2. From Ryū Ga Gotoku to Yakuza
    • III-3. Lessons from Localising Ryū Ga Gotoku
    • III-4. Relaunching Yakuza in the West
  • Conclusion

Stats

Words

8.8k

Completion

2019, as part of my Games Design BA (Hons)