


On August 22, 2024, at the game developer conference "CEDEC 2024" , a session "Aiming to go global in 'expression'! Initiatives related to DE&I" was held.
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In this session, Mr. Mirai Okuma from Bandai Namco Online's Quality Assurance Department, Business Headquarters, will share his knowledge of DE&I (DEI) expressions that he has gained while aiming to expand the company's online game project overseas, and how to disseminate this knowledge within the company. He introduced the efforts he had made.
Mr. Okuma Mirai
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Why we decided to emphasize DEI expression At the beginning of the session, Mr. Okuma explained why BANDAI NAMCO Online has come to emphasize DEI expression as ``to expand the scope of content and make it accessible to a wide variety of game players''
.The company has provided a variety of online game content, including those currently in operation, but titles released before 2023 are basically for the domestic market, and even if it is expanded overseas, it is limited to countries such as China and Taiwan. This was only in the Asian region.
However, the company has been developing its business for several years with the slogan
"Bringing online games from Japan to the world"
, and ``BLUE PROTOCOL'' and ``GUNDAM EVOLUTION'' (currently discontinued) have been widely used. In other words, the company was developing the service with an eye toward providing services overseas.
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Mr. Okuma says that in order to expand overseas, it is necessary to open the door not only domestically, but also overseas. However, no matter how much you open your doors, unless the content is appealing, people will not pay attention.
In the process of thinking about the appeal of getting people to pick up content, the word DEI came to mind. This is because feedback from overseas partners included DEI-related matters.
![]() Mr. Okuma reiterated that DEI is an acronym for "Diversity, Equity and Inclusion," and that "DEI is an acronym that stands for "Diversity, Equity and Inclusion." He explains that it means "creating a state in which one can demonstrate one's abilities". Particularly in the United States, since the Black Lives Matter (BLM) movement has become popular, the momentum for racial/ethnic DEI has increased in public opinion, and DEI has become a trend that is required not only in real life but also in entertainment. He expressed the view that the above-mentioned feedback was due to the fact that Feedback regarding DEI includes a variety of factors, but it is said that there is a lot of feedback related to visual appearance, which is particularly noticeable. For example, such feedback includes expressions such as hairstyles, facial parts, and body types that can be selected in character creation, as well as the diversity of appearance and age of NPCs.
However, most of the feedback was not absolutely necessary, nor was it something that was forced upon them. Therefore, it is necessary to judge on a project-by-project basis whether or not to respond, and even if so, what is the realistic line. If that happens, questions may arise, such as whether there are really people who want DEI elements in game content in the first place, or whether it is just a preference of the person sending the feedback. However, in a survey conducted by Newzoo, a game market research company, of gamers in the United States and the United Kingdom, the question ``Is DEI important to you?'' It accounted for 55% of the total . So the numerical conclusion is that American and British gamers value DEI.
An episode was also shown in which ``dreadlocks'', one of the hairstyles that can be selected in the character creation of ``BLUE PROTOCOL'', was added in response to feedback received from overseas partners. Mr. Okuma said that when he first experienced the feedback that ``there is no such expression in the game,'' he was shocked and thought, ``Is that what diversity means?'' ``If they are not expressed, they are not only unable to meet the demand for self-expression, but also because they may not be able to imagine the many identities of the players.'' A while ago, I realized that I might end up erasing a person's existence.''
Persediaan untuk komunikasi dalamanWalaupun saya telah memperdalam pemahaman saya tentang DEI, amat sukar bagi saya untuk mencerminkan pengetahuan itu ke dalam kandungan Bandai Namco Online sendiri. En. Okuma tertanya-tanya bagaimana cara terbaik untuk kakitangan yang terlibat dalam projek dalaman mengendalikan DEI, berdasarkan pengetahuan mereka, dan memutuskan untuk menyebarkan maklumat tentang DEI melalui latihan dalaman dan cara lain. Namun, memandangkan dia tidak pernah mengalami kerja sebegitu, dia tidak tahu dari mana hendak bermula pada mulanya. Walaupun ketika mereka memutuskan untuk menjemput pensyarah luar, mereka tidak tahu jenis pengetahuan yang diperlukan, format latihan yang perlu diambil, atau siapa yang perlu ditanya. Jadi, mereka bermula dengan mengumpul maklumat. Pertama, kami menyemak semua maklum balas daripada rakan kongsi luar negara kami. Walaupun pihak projek telah mempertimbangkan sama ada untuk bertindak balas atau tidak dan keutamaan, ia telah memutuskan untuk memahami semula elemen dan mengesahkan sendiri apa yang perlu diutamakan.
Saya juga membaca seberapa banyak berita berkaitan DEI dari media umum luar negara dan artikel berkaitan DEI dalam industri permainan dari kira-kira 10 tahun lalu hingga kebelakangan ini sebanyak mungkin. Dia juga membandingkan cara tajuk tertentu yang dipaparkan dalam artikel dinilai dalam artikel lain, dan juga menyemak cara tajuk itu diperlakukan di Jepun.
Maklumat berkenaan DEI turut dikongsi dalam Kumpulan BANDAI NAMCO. Bandai Namco Entertainment khususnya mempunyai hubungan yang kuat dengan pangkalan di Amerika dan Eropah, dan mengendalikan sejumlah besar tajuk, jadi dia dapat memperoleh maklumat dan pengetahuan yang berguna. Di samping itu, didedahkan bahawa mereka belajar tentang ketidakupayaan dan jantina melalui menerima pengenalan daripada kakitangan dalaman kepada doktor yang terlibat dalam penjagaan perubatan untuk orang kurang upaya dan menghubungi pengilang yang mengeluarkan dan menjual pakaian seragam sekolah.
Mereka juga merujuk kepada kandungan daripada syarikat lain. Apakah jenis inisiatif DEI yang diambil oleh permainan luar negara, atau permainan Jepun yang popular di luar negara? Sebaliknya, apakah daya tarikan untuk menjadi popular di luar negara walaupun hampir tiada unsur DEI Nampaknya dia menyemaknya? Encik Okuma berkata bahawa peningkatan dalam kebolehaksesan dalam permainan pertempuran khususnya adalah luar biasa, dan tidak ada sebab untuk tidak menggunakan ini sebagai rujukan.
Di samping itu, dengan membaca buku mengenai DEI, beliau menambah maklumat yang diperolehnya di web, mengesahkan maklumat dari perspektif yang berbeza, dan memperoleh angka kuantitatif yang disediakan oleh syarikat penyelidikan pasaran luar negara. Sambil meningkatkan pengetahuan DEInya sendiri, Okuma menghabiskan kira-kira setahun untuk persediaan untuk latihan dalaman.
Kandungan latihan dalaman (sebahagian)Dalam sesi tersebut, empat tema telah diperkenalkan daripada latihan dalaman DEI yang dikendalikan oleh En. Okuma. Yang pertama ialah "Tentang rambut watak". Bentuk rambut manusia secara amnya boleh dibahagikan kepada tiga jenis: rambut lurus, rambut ikal dan rambut kerinting, walaupun terdapat perbezaan kaum dan individu yang besar, dan ia juga dipengaruhi oleh kelembapan negara atau wilayah tempat anda tinggal. Ditunjukkan.
Perkara kedua ialah "Tentang jantina watak" . Seksualiti manusia mempunyai empat elemen: jantina biologi, identiti jantina, orientasi seksual, dan ekspresi jantina, dan telah ditunjukkan bahawa jantina setiap orang dinyatakan melalui gabungan unsur-unsur ini.
Yang ketiga ialah “Mengenai perbezaan budaya dan nilai”. Sebagai contoh, ``Hotaru no Hikari'' ialah lagu yang dimainkan pada adegan ``akhir' seperti graduasi dan akhir tahun di Jepun, manakala di Amerika Syarikat ia adalah lagu yang dimainkan di `` adegan memberkati seperti perkahwinan dan Tahun Baru ditunjukkan bahawa terdapat beberapa perkara yang dilayan secara berbeza bergantung kepada perbezaan budaya. Oleh itu, jika kita mengeksport akal dan nilai kita ke negara lain, ia mungkin dianggap pelik, jadi kita perlu mempertimbangkan dengan teliti perkara ini.
Dari segi perbezaan budaya dan nilai, perbezaan "budaya konteks" juga ditunjukkan. Budaya Jepun ialah budaya konteks tinggi di mana komunikasi adalah berdasarkan pemahaman bersama, walaupun tanpa bercakap banyak, seperti yang ditunjukkan oleh tingkah laku seperti ``perceiving'' dan ``membaca antara baris.'' Sebaliknya, budaya Barat bermula daripada kurangnya persefahaman bersama dan merupakan budaya konteks rendah yang menekankan ekspresi lisan, tetapi ini disebabkan oleh fakta bahawa ia adalah negara berbilang etnik yang terdiri daripada pendatang. Oleh itu, telah ditunjukkan bahawa hanya menterjemah baris dan penjelasan Jepun ke dalam bahasa tempatan mungkin tidak dapat ditafsirkan dengan baik kerana perkataan yang tidak mencukupi.
Akhir sekali, "Mengenai kebolehaksesan" . Kebolehcapaian ialah lapisan yang lebih tinggi yang merangkumi kebolehgunaan, yang merujuk kepada kemudahan penggunaan dan bebas halangan, yang menghilangkan halangan. Dalam kes permainan, ia merujuk kepada menghapuskan kesukaran dalam bermain dan menyediakan persekitaran yang mudah untuk semua orang bermain. telah ditunjukkan.
Pada akhir sesi, Encik Okuma berkata bahawa dia masih menyukai permainan Jepun yang telah dimainkannya sejak kecil, dan dia akan sangat gembira jika ramai orang di seluruh dunia dapat menikmatinya. Beliau merumuskan bahawa beliau amat berbesar hati sekiranya sesi DEI ini dapat dimanfaatkan dalam pembangunan kandungan permainan pada masa hadapan.
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The above is the detailed content of Diversity that does not properly take into account worldviews and settings can make the content unnatural. The significance and importance of DEI expression in games, and points to keep in mind when introducing it [CEDEC 2024]. For more information, please follow other related articles on the PHP Chinese website!

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