Thats a unique idea.You should consider the following idea to enhance your idea so that it would impact uniquely: This article argues that the contemporary console video game industry is a hybrid encompassing a mixture of Japanese and American businesses and (more importantly) cultures to a degree unseen in other media industries, especially in regard to US popular culture. The particularities of the video game industry and culture can be recognized in the transnational corporations that contribute to its formation and development; in the global audience for its products; and in the complex mixing of format, style and content within games. As an exemplar of this process, the Japanese game publisher Square Enix is the focus of this case study, as it has been successful in contributing to global culture as ll as to the digital games industry through its glocal methods. That achievement by a non-stern corporation is indicative of the hybridization of the digital games industry, and it is examined here as one indicator of the complexities and challenges, as ll as future potentials, of global media culture.
['Mia Consalvo']
I am writing a research paper on a idea Console video games and global corporations Creating a hybrid culture
[{"from": "human", "value": "I am writing a research paper on a idea Console video games and global corporations Creating a hybrid culture"}, {"from": "gpt", "value": "Thats a unique idea.You should consider the following idea to enhance your idea so that it would impact uniquely: This article argues that the contemporary console video game industry is a hybrid encompassing a mixture of Japanese and American businesses and (more importantly) cultures to a degree unseen in other media industries, especially in regard to US popular culture. The particularities of the video game industry and culture can be recognized in the transnational corporations that contribute to its formation and development; in the global audience for its products; and in the complex mixing of format, style and content within games. As an exemplar of this process, the Japanese game publisher Square Enix is the focus of this case study, as it has been successful in contributing to global culture as ll as to the digital games industry through its glocal methods. That achievement by a non-stern corporation is indicative of the hybridization of the digital games industry, and it is examined here as one indicator of the complexities and challenges, as ll as future potentials, of global media culture."}]