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DiGRA
This paper examines how video game developers and publishers increasingly ground their games in real-world locations, using location-specific downloadable content (DLC), promotional events, and partnerships with local businesses to draw players into travel and local commerce. Its central argument is that such strategies can benefit the gaming industry, tourism, and local economies simultaneously, and it proposes two broad content design approaches: linking the in-game environment to a specific real place, and linking game content to a culture rooted in a real place that can be reinterpreted by local businesses elsewhere.
The analysis draws on several illustrative cases. Journey, Never Alone, and Firewatch are cited for how their developers' real-world research and site visits invite fans to map game spaces onto actual landscapes, while an unofficial fan claim to a website advertised in Uncharted 4 shows an opportunity that went unexploited. On the cultural side, Japanese examples such as Tamako Market and Flying Witch illustrate anime-driven tourism, and the Monster Hunter franchise is examined in depth. The Monster Hunter Festival at Shibu Onsen drew more than 10,000 visitors during a low season, and the later "Monster Hunter the Real" attraction at Universal Studios Japan and DLC distributed through 7-Eleven stores show how collaborations expanded the brand across businesses. A Hong Kong treasure-hunt campaign for Uncharted 4 serves as a contrasting case, showing how a location-based promotion can be adapted to a market whose geography does not resemble the game's setting.
The paper frames these practices through business-model concepts such as single-content multiple usage, IP axis strategies, and reverse product placement, and presents a conceptual framework relating game content, promotional content, and DLC. Its evidence is qualitative and case-based, drawing on developer statements, company reports, press coverage, fan activity, and campaign schedules rather than a formal survey or statistical sample. As a result, the findings are descriptive and suggestive rather than quantitatively established, though they outline a plausible path toward more comprehensive location-based business models.
DiGRA · 2026
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