Metacore: Culturalizing a Mobile Game for the Japanese Market Arto Lindblom Miikka J. Lehtonen Gene Thompson

Japanese mobile game development.

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[In the previous sections you learned about Metacore’s mission as a mobile game developer focusing on culturized games that can thrive in Asian countries and Europe. After developing four successes and raising $1.7 million USD as seed funding for future growth, Metacore is seeking guidance on localization plans for Japan to expand the Metacore business. Your role is to use your strategic planning skills and case frameworks to suggest a compelling case for bringing their gaming offerings to the Japanese mobile gaming market.](https://en.wikipedia.org/wiki/Culturalisation)
User 1: **Metacore: A Business Case Study for Entering the Japan Mobile Gaming Industry**

Miikka J. Lehtonen
BMI-Berkeley

Gene Thompson

“Culturalizing mobile games for Japanese market: Art and design meet language and customs”

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“Metacore’s Guide to Culturalizing Mobile Games for the Japanese Market.”

Case section introduction: A well known story is Metacore making a cultural adaptation of their mobile gaming business to be suitable for Japan, an emerging target market for games. A first successful venture called Gunslinger was created by Metacore’s Japanese staff. Now in their latest endeavor the focus is on developing a game which fits in with their target demographic as Japanese people value game concepts around social interactions, fun, and entertainment. Metacore aims to launch these ideas as a new game called ‘Ninja Shot’… ————————*End*

“Culturalizing for the Japanese market: Adapting art, storyline, and gameplay to resonate with

Case Study Solution: My
Vulnerability

Metacore x Japan x Culture x Mobile Games x Cross-Cultural Adaptation

## Solution Summary 🗂️ (Article topic)

I understand the company Metacore (Arto Lindblom, Miikka J. Lehtonen, Gene Thompson) and their dilemma: They successfully reached global markets. However, cultural nuances hinder the game’s Japanese market. As such, my strategy would focus on culturalizing the mobile game *Puzzle Island* in collaboration with local partners who specialize in Japan. This option allows a nuanced understanding and context for both players and potential advertisers to maximize engagement, reach a better balance between cultural differences and common ground, and generate high potential advertising opportunities without damaging cultural respectfulness. My Implementation Timeline includes a brief planning process check over here early stages.

“Adapting mobile games for the Japanese market through cultural immersion and understanding.”

“Game localization for Japanese market: balancing cultural adaptations with originality”

— Lead: The Problem of Metaphor is Causing Issues

Cultural Adaptation for Japanese Market: Exploring Metacore in Mobile Games.


As a first impression from Arto Lindblom’s study of Metacore: Culturalizing a Mobile Game for the Japanese Market suggests, the lead of Metaphor Inc., the company responsible for this app

Metacore: Japan-Style Mobile Game Design

My **metaphorical** strategy consultation, while not necessarily mobile gaming experts, does draw upon