You are here:

A Review of the Reliability of a Cross-Cultural Model for Digital Games
PROCEEDING

, Purdue University, United States ; , Rowan University, United States ; , Purdue University, United States

Society for Information Technology & Teacher Education International Conference, in Austin, TX, United States ISBN 978-1-939797-27-8 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA

Abstract

The game industry has become one of the most competitive industries in the world; many companies and developers desire to expand their game markets quickly by attracting a variety of game players and consumers. Consequently, a multi-national competition across different cultures or countries is inevitable. For successful expansion of game market, the first notable issue is the existence of cultural differences of game players with various cultural backgrounds. No powerful norm has yet been defined, therefore this paper will investigate whether it is feasible to apply the Hofstedes’ Cultural Dimensions Theory, often utilized in Management, to game industries and to be a reliable guidance for game design and development for cross-culture game players.

Citation

Kuo, Y.T., Kuo, Y.C. & Whittinghill, D. (2017). A Review of the Reliability of a Cross-Cultural Model for Digital Games. In P. Resta & S. Smith (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 2201-2208). Austin, TX, United States: Association for the Advancement of Computing in Education (AACE). Retrieved May 21, 2019 from .

References

View References & Citations Map

These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.

Suggest Corrections to References