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Page 1: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –
Page 2: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games Tom Edwards Geographer & Principal Consultant Englobe Inc. –

http://www.englobe.com [email protected]

March 24, 2006

Page 3: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Agenda Introduction: A Recent Scenario Content and the Cultural Iceberg The Intent of Good Game Design Defining Geocultural Content Issues The Cultural Edge and its Aspects P.R.O.P. Methodology Questions/Comments Appendices: Recommended Resources

Please silence your mobile devices and hold all questions until the end - thank you!

Page 4: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Imagine you are a Manager for a major information service provider…

An actual approval pipeline scenario: Content was created to reflect on a specific

cultural market. Normal channels approved the content. Some concerns were raised, but content was

published anyway.

Regarding a Recent Event…

Page 5: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Few months later, your content is seen as extremely offensive by certain cultural groups.

Public/government backlash escalates quickly and spreads across locales.

Your management debates corporate policies and searches for the person(s) responsible while quickly formulating a response.

Regarding a Recent Event…

Page 6: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Which Event Are YOU Thinking About? Kakuto Chojin is of course the event to which this

refers. Chanting containing verses from the Qur’an was included as background audio in the game.

The game reached negatively-affected non-US locales via the gray market.

Local governments and consumers vocally protested and criticized after discovering the content.

The game crossed over a “cultural edge” and required a global recall.

There are strong parallels to the more recent event you may be thinking of…

Page 7: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Content’s Course to the Customer

Content interacts with customers after passing through “layers” or “filters” that shape decisions, strategies and perspectives.

Local Market Dynamics

Your Local Customer

The Game Industry

Your Specific Company

Each layer has complex sub-themes. A problem within any one layer can incubate a potentially offensive content issue.

Your Game

The “local market” isn’t just international; the U.S. is also a diverse market with many cultural sensitivities.

Page 8: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

The Iceberg Model of Culture

Some cultural characteristics are obvious above the surface, but many critical aspects cannot be seen.

Deep-level geocultural qualities greatly affect local customer perceptions; reactions to content issues in games typically occur in relation to one or more of these deep aspects.

Religion and Beliefs

Your Local Customer

Cultural Practices

Social Trends

Politics and Regulation

Language and Context

Your Game

Page 9: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

The Intent of Good Game Design

Fun Offensive

Entertain Invoke Anger

Positive Diversion Negative Distraction

Build Community Divide Community

Educate Reinforce Stereotypes

Quality = Revenue & Trust Errors = Sanctions & Mistrust

Generally, most games aspire to be “Fun” for their intended audience, not “Offensive”.

Consider 2 broad categories of generally positive and negative game traits:

Page 10: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Defining the Cultural Edge

Cultural Edge (noun):1) The tipping point at which a content element

stretches the limits of the intended context, changing the game from “fun” to potentially “offensive”.

2) The panic zone in which a lack of time, knowledge, and/or process results in an unwanted controversy.

3) A place of opportunity where various diverse outcomes are discernable, when proactive.

Page 11: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

The Intent of the Cultural Edge

The majority of “Fun” games are worry-free and contain little or no sensitive cultural content.

“Offensive” content in games might fit 2 categories: Indiscretions: Edgy content that is challenged but might be

forgiven, and is sometimes valuable (GTA3, Mortal Kombat, Doom, etc.)

Insults: Overt attempts to rile public sensitivity that have little defensibility (GTA: Hot Coffee, JFK Reloaded, Postal).

The Cultural Edge is not about “Censorship” or “Political Correctness”.

The Cultural Edge is about viewing your game from the cultural perspective to proactively anticipate a local response and revise if necessary.

Page 12: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

The Type of Audiences A quick word about the audiences for game content:

Intended: Game players and those who understand the general context issues of a piece of content in a game.

Unintended: Non-game players who have little or no exposure to game content/context issues.

The Unintended group is a larger concern for Cultural Edge issues, those more prone to label a game “Offensive”.

The “Offensive” perception can drive revenue and popularity among the Intended audience while isolating the Unintended.

Page 13: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Why Consider the Geocultural Factor?

Primary Goal: Protect the game creator’s (and industry’s) image and revenue stream and allow local customers to really enjoy a “Fun” game.

Additional Goals: Build player loyalty and trust in your content. Expand revenue potential by increasing appeal

across cultural boundaries (break out of the ‘typical’ demographic).

Review yourself, or else expect potential legislation by government(s) – including your own.

Break the perception that only “Serious Games” have redeeming social value.

Page 14: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Geocultural Content Example – 1This much-publicized error resulted in an Indian government ban on Windows 95 due to missing coverage of Kashmir within India’s territory in this time zone control panel.

Cadbury’s 2002 campaign for Temptations chocolate in India was a serious marketing error which yielded much backlash. Text within the disputed Jammu and Kashmir region reads: “Too good to share”

Page 15: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Geocultural Content Example – 2

In 2002, Abercrombie & Fitch t-shirt designs (at left) caused much protest from consumers who found it racially offensive; it was quickly discontinued.

Page 16: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Geocultural Content Example – 3

Desktop Image for Indonesia

Even a simple photographic filter technique can send a strong, negative message to your target customers.

Indonesia gained its independence from The Netherlands in 1949. Quick Fix: Change the color balance.

Flag of The Netherlands

Page 17: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Types of Game Content in QuestionPrimary content types and associated examples that can incubate geocultural issues (i.e., just about anything people see, hear or read): Scenarios: Historical events, figures Cultural Derivatives/Allegories: Religious, ethnic, cultural themes derived from

“real world” cultures. Text: UI elements, country/region lists, geographic names, comments in lines of

code, user documentation & manuals Images: Maps, flags, icons, clip art, photos, cinematics Audio: Voice, music, lyrics, sound effects Packaging: Box art, box text, reply addresses Branding and marketing: Brand names, advertising campaigns, promotional items Messaging: Press interviews, executive speeches, corporate events

Page 18: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Discerning the Cultural Edge

Potential consequences of going over the Cultural Edge: Loss of consumer trust in your delivery of a positive experience Brand erosion with negative PR and customer backlash Loss of revenue and market share Loss of political position, possible punitive legislation and litigation Punitive government actions against local subsidiary staff

Cultural Edge Zone

•High customer loyalty

•Strong revenue

•Positive image

•Consumer/gov’t support

•Waning customer loyalty

•Decreased revenue

•Questionable image

•Consumer/gov’t inquiry

•Low customer loyalty

•Low/negative revenue

•Negative image

•Gov’t/punitive actions

Game is “Fun” Game is “Offensive”

The key is finding the ‘tipping point’ at which any content type can remain marginally acceptable.

It will be different for every game and every locale.

Page 19: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Four Critical Aspects of the Edge The Cultural Edge is a complex place to discern,

often requiring experience, practice, trial and error. Four key aspects can aid in your discernment of

the appropriate Edge for your specific project:

Context: The original source of the content element and its placement in other environments.

Discoverability: The likelihood of a player noticing sensitive content in the game context.

Defensibility: The ability to defend your content decisions from an authoritative, informed position.

Intent: The end user perception of your decisions, whether general or specific.

Page 20: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Context – An Example

Context Dependency: When an element is more dependent, it blends in more with its intended environment and is thus less discoverable.

Example: Consider the following 2 graphics. Both are considered offensive, but which one is the more context independent?

Page 21: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Context – An Example, continued

This Pokemon card was banned in Israel in 1999 for containing a swastika (even though it’s left-facing Buddhist style). The context independence of the symbol has been pervasive.

The Nazi-style swastika in a historical context, such as Medal of Honor, is nearly acceptable but still remains a sensitive image.

Page 22: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Context - Explained Key question: Is the content element we’re

deploying sufficiently context-dependent? Beware of context-independent elements:

the more independent an element, the greater potential for sensitivity.

Some content elements are so culturally ingrained and/or widely-recognized that their original context is not enough to mask the potential sensitivity.

Context-independent examples: Religious symbols, political emblems, historical events/figures, national flags

Page 23: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Discoverability – An Example The “ROC” name and Taiwan flag issue in Ninja

Gaiden was very sensitive yet easily discoverable. How can this be brought back from the Edge?

1. Use the name “Taiwan”, not “ROC”

2. Do not show the Taiwan flag

3. Do not use “Country”, use “Country/Region” or “Locale”

Page 24: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Discoverability - Explained Key Question: How easy will it be for the player to

find potentially sensitive content? Basic Rule: Content that breaks the game context,

particularly without logic, is far more discoverable. Discoverability is often interrelated with context.

Easter Eggs: Hiding controversial content in such a feature is a potential risk: Positive: Usually decreases discoverability Negative: Perceived as insidious, untrustworthy

Maintain a rationale: If you ultimately choose to include known, sensitive content then have a logic for why it’s there (this relates to defensibility).

Page 25: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Defensibility – An Example A clear defense of JFK Reloaded can be difficult to discern – even

when the title was intended to be more edgy and controversial. How can this idea be brought back from the Edge?

1. Drop any use of the word “game” and use only “study” or “simulation”.

2. Avoid weak rationales like: “We’re encouraging youngsters to take an interest in history.”

3. Consider alternatives to teaching about the JFK assassination that utilize game design but do NOT require you to re-assassinate him.

Page 26: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Defensibility - Explained Key question: Are we prepared to fully explain and

defend our content choices to a local government? All decisions regarding potentially sensitive content

must have a rationale based on solid, informed and authoritative decision-making.

External Locus of Defense: On subjects that lie outside the core function or expertise of your company, it’s prudent to base your defense on an external, authoritative source.

Examples of an External Locus: Subject-matter expert(s) Authoritative information source (CIA, UN, EU, etc.) Credible research bodies, think tanks

Page 27: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Defensibility - continued External Locus of Defense:

Your company

Your defense

External defense

External organization

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Your game title

This is NOT about passing the blame!

You are accountable for your content decisions, and will still receive feedback.

Realize your own limitations in terms of subject matter.

Critical Point: Before responding externally, check with your team to be 100% sure about any hidden issues.

Page 28: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Defensibility and GeoLiteracy

One primary reason why such content issues are often overlooked is an issue of sufficient geographic literacy (i.e., geoliteracy).

Simply stated: The more you know about your target audience, the greater your chances of proactively discerning, resolving and defending your geocultural content decisions.

Consider the Global Geographic Literacy Survey (National

Geographic-Roper, 2002). Out of 56 questions that were asked

across all countries surveyed, young adults (age 18-24) in the

United States averaged only 23 questions correct!

Page 29: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Intent – An Example This particular game concept (title and publisher to be

unnamed) was wholly intended to appeal to Native Americans, who found it very offensive prior to release.

How can this idea be brought back from the Edge?

1. Don’t assume the desires of a certain demographic: Consult with Native American consumers and game players prior to finalizing the concept.

2. If intending to create a totem pole-type character, try making it appear like an authentic totem pole.

3. Don’t use sacred symbols of any variety from any culture.

Page 30: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Intent - Explained Key question: How clear will our content

decisions and rationale be to the local market? Local market perception is a very powerful force. Despite all your proactive, defensive measures

and best preparation, mistakes can and will likely occur (the geoliteracy factor).

90+% of geocultural issues result from completely unintentional circumstances.

90+% of geocultural issues are perceived by the local market to be completely intentional on the part of the content developer.

Page 31: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Backlash typically occurs in waves of escalation. Your careful response in each ‘wave’ is critical to prevent further escalation.

Intent - continued Ultimately, your key to managing the content

risk is responding appropriately to the local market’s perception of intent:

Your company

Your positive intentions

Your game title

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You must respond to this perception; not your own.

Perceived negative intentions

Local market

Stop it early!

A word about Backlash…

Page 32: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Putting Edge Aspects into Action

To recap the Cultural Edge Aspects: Intent drives decisions on Context Context drives decisions on Discoverability Defensibility supports your proof of Intent

How can you deploy these in the context of a game’s product development cycle?

Actions which compliment your existing process can be deployed to account for Edge issues during normal development.

Page 33: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

P.R.O.P. Methodology

Proactive Review/Pass: Early triage of potential issues with the concept, design.

Reasonable Risks: Content that could be sensitive but is a reasonable risk given the local market conditions.

Overt Offenses: Content that is known to be a problem and should be avoided.

Post-Process Issues: Managing issues and expectations after release, on the shelf.

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Page 34: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

P.R.O.P: Proactive Review Do it Early, Do it Often!

The sooner an potential issue is identified in concept phase, the sooner it can be contained.

Discovery costs very early in product cycles are far less than repair costs late in product cycles (or post-cycle recall costs).

This is the stage at which you examine and re-examine your general Intent and Context issues.

Institutionalize Geocultural Review If it’s not built into your product cycle, it will never be a priority. Assign Ownership and Accountability!

Program management, content coordinators, and editors typically own the geocultural issues.

Leverage input from appropriate individuals, groups and resources (see Appendix 1 for some ideas).

Page 35: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

How does a Geocultural Review differ from an ESRB, PEGI or CERO Review?

Performing a geocultural review differs significantly as these aspects are not usually covered by the major review boards:

Socio-historical scenarios, either global or local Political depictions/similarities (symbology, nationalism, etc.) Religious/Ethnic/Linguistic sensitivities (hate speech and some

ethnic issues only) Sensitivity by content types (flags, maps, etc.)

By design, review boards maintain a confined scope built upon a more quantitative approach; this does not account for the more qualitative geocultural aspects of game content.

Ratings boards cannot adequately predict the risk of your individual game content in the context of your company’s business goals and your target audience.

Page 36: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

P.R.O.P: Reasonable Risks During primary development, respond quickly.

If a geocultural issue is identified, action should be swift to resolve as soon as possible. Assemble pre-formed, cross-discipline action teams to deal effectively with the issue

(content, localization, legal, etc.)

Use the Edge Aspects to weigh Reasonable Risks Reasonable Risk: a content element that could be potentially offensive to some players,

but careful management of the 4 aspects – especially context – keeps it within acceptable risk.

Purging All Possible Risk is Unrealistic Key responsibility of management: Provide guidance on what risks are considered

acceptable for the company. Trade-offs are possible: lose a key market to gain 5 others, limit Title X to 10 countries in

order to sell Title Y in 25.

Page 37: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

P.R.O.P: Reasonable Risks - continued

Depending on who you ask, the makers of Grand Theft Auto may or may not have properly balanced the game’s reasonable risks against its overt offenses.

Pre-existing unintended legislative perceptions of GTA as “asocial” and “debased”

“Hot Coffee” Mod Issue in 2005 – July 2005

Lawyers Target “Grand Theft Auto” maker – Jan. 2006

Page 38: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

P.R.O.P: Overt Offenses Some content will always be a problem to avoid:

Context: For context-independent content, there is rarely a time when it will be fully acceptable everywhere.

Discoverability: If found, you know 100% it’s a problem. Defensibility: There’s almost no defense that will save you. Intent: Even your best intentions won’t prevent backlash.

Content that has a known, overt offensive quality makes your job easier: Just (Do Not) Do It

Themes with Offensive Tendencies: Religious: Any use of a real-world religion/belief system Ethnic: Using ethnic stereotypes or cultural conflicts Historical: Varies widely, but generally the modification of

real-world history (past or present) is a volatile practice

Page 39: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

P.R.O.P: Overt Offenses - continued

Examples of Known Local Issues:Japan: Use of 4 fingers with human figures is a very sensitive cultural issue.

China: Hearts of Iron was banned by China in 2004 for how it portrayed Taiwan and Tibet during WWII (as not as part of the PRC).

Germany: Counter-Strike was banned in 2002 after fatal shootings were tied to the game; the country already bans Nazi-related content and is seeking bans on any game with extreme violence.

Page 40: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

P.R.O.P: The Cost of Offense

The costs related to fully crossing over the Cultural Edge fit 2 broad categories: Revenue: Loss of current/future revenue. Image: Loss of respect, clout, market access for the company; also

negatively reflects on the game industry.

Examples: Aforementioned Totem pole game spent $400K out of $4M budget

before being cancelled for concept reasons. Take Two’s doubling of net loss from $14.4M (Q3 2004) to $28.8M (Q3

2005) is primarily attributed to fallout from the “Hot Coffee” issue.

For larger companies, revenue and image damage are likely absorbed over time. For smaller companies, a single issue can be a disaster.

Page 41: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

P.R.O.P: Post-Process Issues

Root Cause Analysis Reexamine your process and trace the origins of the issue. Focus on the key junctures at which the process failed or is

insufficient to identify and contain a potential issue.

Educate and Reinforce Define the required actions to improve the identification and

containment process and educate the team. Re-assess ownership and accountability if necessary.

Crisis Response: Don’t be a Knee-Jerk Companies can compound the effects of an issue by

reacting in knee-jerk fashion to appease a market’s will (remember the waves of backlash escalation).

While speed is important, careful discernment of the issue’s implications and risks is critical.

Page 42: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

P.R.O.P: Post-Process Example

Marketing for the Japan-only special edition DOA Xbox included a kasumi pillow.

The kasumi is not unusual for marketing a game in Japan. In the US, the unintended audience (e.g., parents) were alarmed at the idea.

Page 43: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Closing Remarks Balancing the “fun” and “offensive” aspects of

content is completely achievable without the specter of “censorship”.

Understand your own game content from a cultural perspective, or else risk further misunderstandings and knee-jerk regulations.

Navigation around the Cultural Edge of content requires proactive knowledge and built-in strategy.

Developing more culturally-attuned games can help broaden revenue streams and also promote a positive industry image among the “unintended”.

Page 44: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Thank you for attending.

Questions or Comments?

[email protected]

Page 45: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Appendix 1: Recommended ResourcesWhere do you find the geocultural information you need

to perform a content review? Here are a few suggestions to get started:

Cross-cultural Guides and Resources: Many types are available: business Do’s and Don'ts books, Travel Guides, Culture Shock series, etc.

Standards: CIA World Factbook, UN publications Online resources: Country embassy sites, cultural

group sites, encyclopedias, atlases, etc. Internal resources: If possible, leverage your own

company’s internal cultural diversity to help in early identification of issues.

Page 46: Fun vs. Offensive: Balancing the ‘Cultural Edge’ of Content for Global Games  Tom Edwards  Geographer & Principal Consultant  Englobe Inc. –

Appendix 2: Recommended ReadingThe following are a few selected texts the presenter

recommends to read further about this topic:

The Game Developers Guide to the Real World, Tom Edwards, forthcoming in late 2006; a more detailed and thorough handbook on the ideas presented herein.

A History of Video Game Controversy, GameSpot.com, http://www.gamespot.com/features/6090892/

The Culturally Customized Web Site, Nitish Singh & Arun Pereira, 2005.

Content Critical, Gerry McGovern & Rob Norton, 2002. 2002 Global Geographic Literacy Survey, National Geographic,

http://www.nationalgeographic.com/geosurvey/download/RoperSurvey.pdf