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DiGRA
The global games industry has been dominated by a few historically influential actors, principally Japan and the United States. Other regions tend to follow their practices.
This paper examines how regional cultural and structural contexts shape the development of local game industries, using the Nordic region, China, and India as comparative cases. Its central argument is that the global games industry has been dominated by a few historically influential actors, principally Japan and the United States, whose practices have become benchmarks that other regions tend to follow. While regional industries are initially shaped by these precedents, the authors contend that over time local conditions produce more distinctive content and development processes.
The methodology combines a review of existing literature with an analysis of industry reports from organizations such as Newzoo, NASSCOM, IGDA, and Superdata, along with app store data gathered through the App Annie service. Because research on India's game sector is limited, the authors also draw on developer accounts from non-peer-reviewed sources and on their own prior studies and experience in Scandinavian game development. The authors acknowledge limitations, including language barriers that may restrict access to Asian scholarship and biases stemming from their own regional vantage point.
In the Nordic region, the paper finds that industries took different shapes according to their origins. Sweden and Finland grew out of software engineering and the demoscene, with an emphasis on programming, while Norway and Denmark drew on film, animation, and visual storytelling traditions, reflected in their funding bodies and educational programmes. In China and India, much early development was driven by outsourcing from Western firms seeking low-cost labor. China's mobile market has grown rapidly, with reported revenues quadrupling between 2008 and 2013, though censorship, fragmented app stores, and piracy hinder foreign companies. India's mobile user base was estimated at around 200 million in 2015, with roughly 75 percent of its productions aiming at international markets, and developer accounts suggest that Indian studios often produce localized versions of familiar Western hits.
The authors conclude that the games industry is far from homogeneous when viewed as a collection of regional industries, yet regional content still largely follows globally established standards. They suggest this may stem from the concentration of development tools and distribution platforms among a small number of companies, which pressures developers to adopt existing mechanics while varying aesthetics. The paper does not advocate fully localized design, but argues that treating major Western and Japanese actors as the sole benchmark may obscure nuances native to other regions.
The Game Business · 2026