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MIA0010.1177/1329878X16638940Media International AustraliaFung
Article
Anthony YH Fung
The Chinese University of Hong Kong, Hong Kong; Beijing Normal University, China
Abstract
This article examines the development of different models of Asian game industries. In Asia,
globalization has meant the penetration of Western ideas and the cultural homogenization of
culture. However, nowadays, the game industry in Asia has demonstrated new collaboration
models in which game industries are dependent on Western cultural industries in alternative ways.
There are also new economies that are independent of the Western cultural economy in terms of
production, distribution, marketing, value chains, workforce, regulations, and more importantly,
the notion of creativity. Based on interviews and empirical studies that were conducted in China,
Japan, Korea, and SE Asian countries from 2012 to 2014, this analysis reveals a few alternative
routes of collaboration and non-collaboration that contrast the type of cultural economy found
in the United States and the United Kingdom.
Keywords
Asia, creative industries, cultural policy, cultural subcontracting, game industry
Under the umbrella of creative industries, this study focuses on the production and distribution of
digital games in Asia. Traditionally, Japanese and US publishers have dominated the production of
digital games. The domination of the digital games market by transnational corporations (including
other creative industries, such as the film industry and the animation industry) has made it too com-
petitive for regional firms to compete. Hence, the globalization of creative industries has created a
restricted arena for Western and Japanese corporations (Kerr and Flynn, 2003). However, in the past
decade, the proliferation and popularity of online games have created opportunities for regional
studios to join the regional competition. The development of creative industries in East Asia is heav-
ily dependent on the support of cultural amenities that match the needs of the creative class in a few
cosmopolitan urban centers, which have become the hub of creative industries in the region (Yusuf
and Nabeshima, 2005). Creative industries, especially the game and animation industries, have
established multiple production networks distinct from the conventional Western-oriented business
Corresponding author:
Anthony YH Fung, The Chinese University of Hong Kong, Sha Tin, Hong Kong.
Email: anthonyfung@cuhk.edu.hk
2 Media International Australia
chain. This trend has paved the way for regional cultural economies to flourish. Thus, the overarch-
ing question is how both the globalization and the regionalization of digital game production could
lead to a contextualized understanding of cultural economy and creativity.
Following the logic of globalization, video game production companies have developed a sub-
stantial transcontinental value chain, in which America and Japan are console designers and format
inventors, factories in southern China, Latin America, and Eastern Europe assemble the machines,
whereas software studios in South East Asia develop the gaming software (Dyer-Witheford and de
Peuter, 2009). Hence, the globalization of video games is about not only the export of consoles and
software, but also the globalized outsourcing of production procedures. The Western idea of crea-
tive industries, which originated in Britain, is not shared by Asian countries. Kong etal. (2006)
found that only the four Asian tigers treat the Western format of creative industries as a role model.
In contrast, China, Japan, and India sought their own conceptualization of culture-related indus-
tries, and they devise a strategy for becoming regional leaders.
In Asia, regional studios have intensified their involvement in regional and global markets by
either cooperating with multinational enterprises or exploring a local niche market. Throughout
the production lifecycle of creative content, there is a room for Asian players to gain global
exposure by participating in the programming and animation sub-processes (Tschang, 2009).
Within the globalized outsourcing practice, Asian players can move from subcontracting to col-
laboration by improving their reputations. Yoon and Malecki (2009) described the upward
mobility of Asian creative industries using the example of AKOM, a Korean animation studio,
which gained a reputation by anonymously producing graphics for The Simpsons for a decade
until they were finally credited as the animator in the movie version. The games industries in the
Philippines also went global by inviting the Japanese game publisher Toei to set up local stu-
dios in their country (Tschang, 2009). This is an example of trans-Asia outsourcing flow, in
which Japanese local companies invent the storys concept, while regional studios are responsi-
ble for the production stage (Tschang, 2009).
In addition to subcontracting, Asian creative industries have grown by proactively exploring the
market for their contextualized creativity. Lent and Ying (2013) suggested the concept of regional
giantism for Chinas animation industry, in which Chinese companies no longer focus on piece-
meal subcontracted projects but aim at being regional collaborators. There are two trajectories of
giantism. First, China boosted the export of locally produced cartoon animation by 150% in 2009.
The major consumers were the Middle East, Africa, and South America. Second, China attempted
to take a leadership role in regional collaboration by initiating a tripartite consortium on animation
with Japan and South Korea (Lent and Ying, 2013). Chinese giantism in the regional animation
trade points to the importance of re-interpreting the alternative flow of creative industries.
In light of the multiple facets of creative industries, this study examines the cultural economy of
digital games production in Asia using a government-enterprises orientation and a global-local
orientation. In the former orientation, the development of games industries is considered part of
governmental policies on creative industries. In the latter orientation, cultural entrepreneurs in Asia
are motivated to explore business opportunities in different relationships to global partners. Taking
into consideration the rising importance of Asian regional studios in the global production chain of
traditional digital game giants and the proliferation of regional markets, the notion of creativity is
assumed complicated. Based on global standards of content and visual execution, as well as con-
textualized cultural preferences, it is intellectually intriguing to explore the modes of creative
industries and their implications for creativity.
In this study, the multiple forms of the Asian digital games economy are investigated through
in-depth interviews conducted between 2012 and 2014 with veterans and representatives of
renowned game companies in China, South Korea, Malaysia, Singapore, and Vietnam.
Fung 3
Their businesses include game development (e.g. programming and game engine development),
animation and character design, distribution, and the promotion of the finished product. The plat-
forms of digital games are not confined to consoles and PCs, but extend to web and mobile appli-
cations. The cultural economies of digital games in three major regions, Southeast Asia, Korea,
and China are elaborated in the following section.
Korean games industries are equipped to compete in the international digital game market. This
policy partially follows a neo-liberal market concept; moreover, it replicates the export-oriented
Hollywood model of creative industries. Because South Korea uses the United States as its bench-
mark, the mode of production and the actualization of creativity in game development are compa-
rable to those of the United States.
There is no tax refund as incentive, but some amount of prize money, or order of merit, is granted to the
entrepreneur on behalf of our president. Since most of the exporters are listed companies, those awards
could have a positive influence on their stock price. (Interview, MCST representative, 26 October 2012)
6 Media International Australia
Game exports have a prominent role in South Koreas cultural policy. This interview excerpt
demonstrates that game publishers can share in the national pride, which is a direct result of the
governments command. The policy supports the development of domestic games industries in
preparing products to fit the global market. However, South Korean game publishers also aim
at regional markets in East Asia, as expressed in the following excerpt: The Japanese market
is our priority Then the next is China. We are now considering working with Tencent and
some others (Interview, representative of NCSoft, 13 May 2012). Nevertheless, Japan and
China are the two main markets for South Korean games. This path of development reflects the
official strategy in the exports of Korean cultural products, particularly pop music, films and
TV dramas, which collectively have constituted the Korean Wave in East Asia since the late
1990s. In this entrepreneurship-driven innovative mode of creative industry, the Korean case
demonstrates its pursuit of global creativity, in which the Korean creative industries meet their
goals of becoming global players that are comparable to the United States. With the aim of
gaining a substantial market share in East Asia, the games industries in South Korea develop
original game engines and content. The digital games developed in South Korea now compete
with the products of global giants in global creativity, as well as normative audio and visual
standards.
operation (MSC Malaysia, 2015). A few international game companies have attempted to localize
their game production in Malaysia because of its low labor costs and reliable artistic skills
(Interview, boss of a Malaysian game company, 23 October 2012). However, global companies
are cautious in protecting intellectual property rights; thus, most Malaysian game companies pro-
vide low-skilled jobs or production of artwork rather than focus on game design and development.
However, in an interview with the representative of the important Malaysian game company,
Codemasters, he expressed satisfaction with their subcontracted work, which involved adapta-
tions of Western artistic styles:
When you talk about style, we are quite flexible. I will say that it is our strength actually We actually
talk to people like those from the UK, or from the US. (Interview with a representative of Codemasters, 23
October 2012)
Malaysian artists are confident that they can reproduce the Western vision of artistic quality. In
other words, for these artists, the reproduction of Western art is equivalent to creativity, which is a
conception that should be criticized. The interviewees expressed that they are proud to work as
professional subcontractors who are capable of reproducing visual work flexibly according to the
standards of the United Kingdom or the United States.
Although the Malaysian governments strategy is to attract global game giants to establish local
companies for the purpose of knowledge transfer, local game entrepreneurs consider it a misalloca-
tion of resources. In the past 7years, the flow of professionals from the local branches of MNCs to
locally established game developers has stopped (Interview, boss of a Malaysian game company,
23 October 2012). In other words, in Malaysia, cultural entrepreneurs have found that they have
not benefited from the governments cultural policy. Instead, the localized foreign game companies
compete with them for financial and labor resources. Because of the disjunction of cultural policy
and industrial demand, local game developers in Malaysia have to continue subcontracting visual
projects to sustain their everyday businesses. As in the case of Singapore, creativity means con-
forming to their contractors needs.
Singapore and Malaysia are two notable cases that demonstrate the development of games
industries in Southeast Asia. The governments of both countries invest huge resources in their
games industries, but their cultural policies support the localization of game giants and the devel-
opment of what I call conformed creativity, which is driven by multinational game publishers in
Europe and the United States. The term conformed creativity also suggests that the highly regarded
and dominant Western artistic style is now perpetuated in and by Southeast Asia.
Funding support is abundant from various government branches. For example, the Communist Youth
League of China finances game content about Comrade Lei Feng and the Japanese invasion. The
Ministry of Culture funds the invention of an anti-addiction system in online games and the development
of content that promotes Chinese traditional culture. (Interview, former employee of the company, 9
April 2012)
The policy-driven mode of the online game industry in China has demonstrated strong con-
ditional support of local enterprises. The prerequisite for financial support is to adhere to the
party line by aligning the storylines of online games with the sociopolitical values preferred by
the CCP.
In our interview, however, officials from the Ministry of Culture suggested that creativity and
innovation are highly valued in the Chinese online game industry, but of course, the games should
not contravene the ideological boundaries of the party. In terms of design, Chinese online game
publishers are able to create authentic artwork without cloning the Japanese artistic style (Interview,
Zuhai Tou, 13 July 2011). The Chinese government also encourages online game companies to
invent their own game engines and programming frameworks for developing a system of online
games (Interview, Zuhai Tou, 13 July 2011). Thus, currently, Chinas online game industry is
enjoying sustainable growth with authentic artwork and original game engines, which are, how-
ever, under the auspices of the Ministry of Culture. Officials in the Ministry of Culture request
online game publishers to provide the best virtual props for them to run through the whole process
of gaming in order to depict the values and ideology represented in games. According to one inter-
viewee, The Ministry of Culture has five evaluation criteria for online games in principle: cultural
values, sensory satisfaction, the time needed to run through the game, the portrayal of antagonism,
and harmony in the virtual society (Interview, Zuhai Tou, 13 July 2011). Thus, the control of con-
tent in Chinas games industries is very strict. The states agenda of social stability, anti-game
addiction, and preserving Chinese traditional values is emphasized over creative freedom.
less culturally laden can be sold to regional neighbors, such as Vietnam and Thailand, where the
technological development of online game industries lags far behind that in China.
Funding
The author(s) disclosed receipt of the following financial support for the research, authorship, and/or publica-
tion of this article: This work was fully supported by a grant from the Research Grant Council of Hong Kong
Special Administrative Region (Project no. 4001-SPPR-09).
Note
1. In addition to the classification of game industries based on the governments role and the dependency
on subcontracted work, there are also similar classifications of creative labor in Asia (Fung).
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