1096:
word processors. Utility programs like this have a commonality with each other because a user can input any text into it. This is referred to as "Interactivity". The interactive element of this type of text makes it difficult for producers of localization because it has an aspect of randomness, For example a user may have to input a command or a message at a certain point. The random nature of this takes away linearity and contextual information that a game has. As a result of this, Translators do not have important sources in the translation process and loose both co-text and context in text. When the game is unfinished or an inadequate localization kit has been supplied the team must look elsewhere to draw from. There are many resources which they use to do this.
647:. When localized in-house, the process is completely controlled by the original developers. Although it is common practice to hire freelance translators to work alongside the development team, in-house producers usually have greater access to the original game and to the original artists and authors, who can be consulted about changing art assets or story concerns. Since Japanese companies prefer the post-gold method, in-house translation is favored. In-house productions usually have less mistakes and an overall smoother localization. The downside is that this causes a delay between the release of the international and home versions.
1165:– A user interface is what the player of a video game interacts with. It can contain a variety of different assets that need to be translated. Producers need to ensure that the interface's assets are big enough to contain readable text when translating, as well as confirming that graphics without text convey a clear message in the target market. Additionally, games must be able to support various special characters if the user is able to input text.
51:
1031:(2007) has no blood or detached body parts as a result of this regulation, which can cause difficulty for players as it is hard to tell if an enemy has been hit or taken damage (218). As a result, mods known as "bloodpatches" have been created for this and many German games that allow the blood and gore of the original game to be unlocked. Despite a significant overhaul of the graphics, the German localization of the World War II game
985:. On the other hand, we will also find narration and dialogue closer to literary texts or film scripts where a more creative translation would be expected. However, unlike most forms of translation, video games can adapt or even change the original script, as long as it is in the search of enhanced fun and playability of the target culture. We can only find a parallel of this type of practice in the translation of children's
888:. Unfortunately, developers did not think necessary to change her brother's appearance, so when players do find Mafuyu at the end of the game they do not seem to be blood-related. While most games only need small changes to be localized for another region, there are also games that had to be thematically overhauled for a new region. For example, efforts to localize the Nintendo DS rhythm game
1133:– Packaging can include the slip inserted into the DVD or CD case the video game comes in, or before optical disks were adopted in gaming, the box that a game came in. Packaging usually features the title of a game, its rating and logos of companies involved. It also features pictures and other points of information relating to a game. The manual is usually found within the packaging.
706:
1051:(2002), set during World War II, was banned because maps depicted Manchuria, West Xinjiang, and Tibet as independent states. Additionally, Taiwan was shown to be a territory of Japan, as was accurate for the time period. However, these inclusions were considered harmful to China's territorial integrity, so the game was forbidden from being legally imported. The localization of
508:
ghosts were originally based on colors - roughly translating to "Reddie," "Pinky," "Bluey," and "Slowly." Rather than translate these names exactly, they were renamed to Blinky, Pinky, Inky, and Clyde. This choice maintained the odd-man-out style of the original names without adhering to their exact meaning. This is an early example of a change in cultural context.
628:
China. When outsourced, a company that specializes in producing localization is hired to undertake the process. An issue that arises with an outsourced localization is that the company lacks knowledge of the game, as opposed to in-house developers. A localization that arises from the lack of knowledge about the game is commonly known as a "blind localization."
1182:. Localization of Nintendo games is commonly handled by a Nintendo division called the Treehouse. In the face of Nintendo's unwillingness to communicate about localization, speculation and conspiracy theories circulated among enthusiasts, and several employees of the Treehouse were alleged to be responsible for unpopular changes.
624:
and leave games less prone to piracy, Sim-ship has its drawbacks. When localizing with this model, a completed game is unlikely to be ready. This results in a few risks for the continuity of the game, since a lot of the crucial context and information needed may be missing. Most western games follow this model.
1212:
movement, with some supporters considering it justifiable treatment of an ideological opponent, while others considered the campaign against Rapp to be unethical or not aligned with the movement's goals. Rapp was subsequently fired, though
Nintendo issued a statement that the reason was that Rapp had
1095:
In video games there are a number of different types of texts that require translation. These can be
Manuals, Subtitles and dubbing scripts. There is another type of script that poses an issue to developers of localization. This type of script is in a format common with software like web browsers or
996:
stated that the main reason that Europe is often affected by significant content delays is because of language localization. He stated "the problem is that there isn't enough incentive for developers to work on multiple language translations during development. Hence, Europeans suffer delays and may
594:
There are many styles of localizing a video game. "No localization" is when a game is released in an overseas territory with little to no effort to localize the game. "Box and documentation localization" is when only the manuals and box are translated into the target language, but the game itself is
631:
If a localization is outsourced, the developers will usually provide the outsourced company with a localization kit. A localization kit may contain elements such as general information about the project (including deadlines, contact information, software details), resources about the game itself (a
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There are two means to go about making a localization that follow one of each of these models: outsourced or in-house. Most game companies in North
America and Europe rely on outsourcing as a means of localization. This model is also popular in emerging video game markets such as Chile, Russia, and
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The other main model is "Sim-ship". This is when a localization is produced before the original game has been released. This method is more viable as games are prone to be pirated at release so there is a profit incentive to releasing this way. Though being crucial to maintain a good release window
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Localization can be affected by the space on the screen allocated for text, which is often set based on the source language. This can include game elements such as dialogue, signage, captions, or narrative. German is an example of a destination language that presents difficulties due to length the
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When a game is released with a fan-deemed "inferior translation", or the game has been "blindly translated", it can prompt fan action to correct or completely re-do the process of localization. A fan group called DLAN has undertaken the work of localizing many games, mods, cheats, guides, and more
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to be included in video games. The addition of dubbing into video games made the localization process harder and localization producers had to chose if they wanted to record entirely new voice lines or keep the original voice over. Graphical capability also improved making games more cinematic, so
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we could probably go in the UK almost day and date. But then what are the
Germans and the French going to say to me? That I'm Anglo-centric," indicating that the reason that these countries also must wait is to avoid criticism from other large European gaming countries such as Germany and France.
507:
was localized from
Japanese. The original transliteration of the Japanese title would be "Puck-Man," but the decision was made to change the name when the game was imported to the United States out of fear that the word 'Puck' would be vandalized into an obscenity. In addition, the names of the
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In a video game there are various types of text. Video games are also multimedia including a variety of different assets like video. Producers of localization's have to be knowledgeable in dealing with these. When dealing with cut-scenes or pre-rendered video, producers have to put effort into
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Officially produced localization generally fit into one of two categories: "Post-gold" or "Sim-ship". Post-gold means that the game has been released and completed. This usually means there is a gap of time between the release of a localized version and original. The post-gold model allows the
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Due to the differences between each of the ways a video game can be produced, there is no standard localization tool that producers use. In modern games it is able to do this in the game engine but older titles do not have this. There are multiple programs that can be used, most popular being
610:
Academics in translation studies describe four primary methods for translating video games: foreignization (keeping a "foreign taste), domestication (translating as game to suit characteristics and cultural standards of the destination), no translation (leaving parts of the game in the source
532:
Early video game translation was not often a priority for companies, leading to budgets being low and localization time being cut short. Early translations were sometimes "literally done by a 'programmer with a phrase book'." For example, the original translation for the Sega
Genesis game
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ensuring these stay relatively unchanged. The most important challenge is the lip-syncing of newly recorded dialogue, and fitting the subtitles into each part of a pre-recorded or pre-rendered scene. The types of text and files that are commonly found in video games are as follows.
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not. This style is mostly chosen if the game is an arcade game or if the target country is expected to decently know the original language. In partial localization, the game's text is translated, but voice-over files are not re-recorded. This style is popular with many new
620:
producers of a localization to access and play the fully completed game, generally allowing more time to work on and complete a thorough translation. This model was commonly used by
Japanese AAA producers, but these companies are now moving towards the sim-ship style.
1044:
China also has strict censorship rules, and forbids content that endangers the "unity, sovereignty and territorial integrity of the state" or the "social moralities or fine national cultural traditions," amongst other qualifications. As a result, the
Swedish PC game
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due to its recency. Localizers intend to create an experience like the original game, with discretion to the localization audience. Localizations are considered to have failed if they are confusing or difficult to understand; this may break the player's immersion.
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never see a particular title". He also commented on why the UK and
Ireland, which are English speaking countries, also experience the same delays as those in continental Europe with many different languages despite little or no modification. He stated, "With
573:
Modern video games are becoming increasingly complex in scope. As opposed to their older counterparts, video games can have a large amount of dialogue and voice over, making localization efforts significantly harder. The team in charge of localizing
969:; all the other characteristics might be subject to customization due to the need to appeal to the local market. Therefore, the translation will be in some cases an actual recreation, or, to put it in the words of Mangiron & O'Hagan (2006), a "
1127:– An instruction manual is a document that outlines important details relating to the purchased video game. These can be instructions on how to use the game, a guide on how to complete the game and other information like corporate and legal texts.
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was discarded as the editor considered it nonsensical and an entirely new story was rewritten without any input from the translator. Occasionally the poor translation of video games has made the game notable. An example of this is with the game
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was localized for the North
American market, the options to change a protagonist's bust size was removed, as were clothing options including bikinis. This resulted in complaints from American players who had been playing the Japanese version.
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regarding sexualization of minors in Japanese media. The essay argued against the sort of censorship that the Treehouse's critics decried. Some however interpreted the essay as defending the exploitation of children, and readers of the
973:", where translators will be expected to produce a text with the right "feel" for the target market. It is important for translators to be aware of the logic behind this. Video games are a software product, and as such, they will have
668:. Fans attempted a petition to Nintendo to localize the game into English, when this failed they undertook the process themselves. Sometimes, fan interest and fanmade localization is used as a metric of interest. For example, when
952:
she explained the importance of being culturally aware when internationalizing games in a presentation called "Fun vs. Offensive: Balancing the 'Cultural Edge' of Content for Global Games" (Edwards 2006). Both developers and
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over the process of localization. In this context, glocalization seeks from the outset to minimize localization requirements for video games intended to be universally appealing. Academic Douglas Eyman cites the
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Often localization changes include adjusting a game to consider specific cultural sensitivities. These changes may be self-enforced by the developers themselves, or enacted by national or regional rating boards
570:
making sure the newly recorded voice lines matched the lip movements of the characters was important. Also, ensuring that visual gestures of animated characters made sense to a different audience was important.
469:), is the process of preparing a video game for a market outside of where it was originally published. The game's name, art assets, packaging, manuals, and cultural and legal differences are typically altered.
472:
Before localization, producers consider economic factors such as potential foreign profit. Most official localizations are done by the game's developers or a third-party translation company. Nevertheless,
640:), reference materials (glossaries of terms used in the game world or used for the specific hardware), software (such as computer-aided translation tools), code, and the assets to be translated.
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Official website – An official website is a website created for the promotion and usually the sale of a video game. The information found on a website is similar to that of a manual.
1765:
Bernal-Merino, M. 2007. "Training translators for the video game industry", in J. Diaz-Cintas (ed.), The Didactics of Audiovisual Translation. Amsterdam / Philadelphia: John Benjamins.
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O'Hagan, Minako and Mangiron, Carme. (2013). Game Localization: translating for the global digital entertainment industry. Amsterdam/Philadelphia: John Benjamins Publishing Company.
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Producers of localizations deal with a variety of different linguistic assets. Which include, the game itself, The official Website, promotional articles, game updates and patches.
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are not particularly interested in where the game comes from, or who created it any more than someone buying a new car or DVD player. A product for mass consumption only keeps the
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Dietz, Frank. (2007). "How Difficult Can That Be? The Work of Computer and Video Game Localization." Revista Tradumatica 5: "La localitzacio de videojocs." Accessed July 12, 2011.
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Graphics and music: Some games may exhibit different characters, or the same ones with a slightly different appearance in order to facilitate players identification with their
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contained over 200,000 lines. Director of audio and localization Shauna Perry reports that the game had as much audio as ten Knights of the Old Republic recorded back-to-back.
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Allison Rapp, a Treehouse employee not directly involved in localization, garnered controversy due to her comments on Twitter. Attention on Rapp was heightened as part of the
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in order not to hurt sensibilities. This is probably one of the reasons why so many games take place in imaginary worlds. This customization effort draws on the knowledge of
1159:– This is the translated dialogue that is applied to pre-rendered or pre-recorded video. Most subtitles are hard-coded in to ensure that the video and subtitles are in-sync.
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Other localization challenges or controversies arise from material deemed too sexual for the cultural expectations of the target market. For example, when the Japanese game
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platforms. Some fans consider resulting changes to plot and characterization as marring the original artistic vision, and some object to sexual content being removed or
411:
1790:
Chandler, Heather M and Stephanie O'Malley Deming. (2012). The Game Localization Handbook (2nd ed.). Sudbury, MA; Ontario and London: Jones & Bartlett Learning.
1794:"Clan DLAN: Traducción de videojuegos, traducción y creación de mods, modding, revisiones, guías, rol y más. Todo en español." (2014). Retrieved December 2nd, 2014
1941:
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Mangiron, C. & O'Hagan, M. 2006. "Game localization: unleashing imagination with 'restricted' translation". The Journal of Specialised Translation 6: 10-21
603:. Full localization is when all assets of a game are translated and all voice-over is recorded in the target language. This option is usually undertaken by
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As technology in the early 2000s improved, localization was made both easier and harder. These improvements made in technology allowed text to be stored in
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423:
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Zhang, Xiaochun. (2012). "Censorship and Digital Games Localisation in China." Meta: journal des traducteurs, 57(2), 338-350. Retrieved December 2nd, 2014
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Eyman, Douglas; Eyman, Douglas; Sun, Hongmei (2024). "Translation and Chinese Culture in Video Games". In Guo, Li; Eyman, Douglas; Sun, Hongmei (eds.).
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Corliss, Jon. (2007). "All Your Base are Belong to Us! Videogame Localization and Thing Theory." Accessed July 15, 2012. Retrieved December 2nd, 2014
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1015:). However, games are still sometimes released with controversial or insensitive material, which can lead to controversy or recall of the product.
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1019:
773:: the translation of language and cultural references maintaining the feel of the game but making it more appealing for the receiving locale.
283:
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1022:'s (USK) strict policies against blood and gore, profanity, and symbols associated with racial hatred, such as Nazi symbolism (until 2019).
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1057:(2005) was similarly banned because Tibet, Taiwan, Hong Kong, and China were all treated as separate teams, putting them on equal footing.
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file – A ReadMe file is a file usually included with digital video games. It contains information on how to install the game and run it.
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A similar thing happens with the depiction of blood, and real historical events; many things have to be readjusted to fit the country's
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as an example of glocalization because it was designed at the outset to appeal to global audiences while celebrating Chinese culture.
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Diaz Montón, Diana. (2007). "It's a Funny Game." The Linguist 46 (3). Accessed July 12, 2011. Retrieved December 2nd, 2014
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where professionals often adapt or alter the original text to improve children's understanding and enjoyment of the book.
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Since the beginning of video game history, video games have been localized. One of the first widely popular video games,
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Fahey, Mike. (2009). "Star Wars: The Old Republic Script More Than 40 Novels Long." Kotaku. Retrieved December 2nd, 2014
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countries might emphasize adult features. An example of the changes that are likely to happen during localization is
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are taking for granted in the development of the plot. Asian gamers seem to prefer more childlike characters, while
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Bernal-Merino, M. 2006. "On the Translation of Video Games". The Journal of Specialised Translation, Issue 6: 22-36
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held a second job against company policy. She maintains that her controversial online presence was the true cause.
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Kohler, Chris. (2005). Power-up: How Japanese Video Games Gave the World an Extra Life. Indianapolis: Brady Games.
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Bernal-Merino, Miguel. (2008). "Inside the Game Localisation Round Table." Develop. Retrieved December 2nd, 2014.
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Good, Owen. (2009). "Swastika Gets Wolfenstein Pulled from German Shelves." Kotaku. Retrieved December 2nd, 2014
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that there was enough interest in their game to warrant an international release with an official localization.
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During the 2010s there was significant debate surrounding the localisation of Japanese games, particularly for
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may differ depending on the country of release. They are controlled by national or international bodies like
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into localizing a game if the game is not released internationally. The most notable example of this is the
176:
115:
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880:, was a frightened seventeen-year-old girl looking for her brother Mafuyu who disappeared after entering a
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884:. In the US and European versions Miku is nineteen, has Western features, and is not wearing the original
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Companies may choose to localize in-house. This practice is common for Japanese developers, most notably
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1152:– Dialogue for dubbing is the translated dialogue that is prepared for a voice actor to read out.
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organized a letter-writing campaign to have her fired. That initiative was controversial within the
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was only released in Japan and fans localized it into other languages upon release, it was clear to
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into five languages consisted of 270 actors and 130 personnel. Likewise, the dialogue scripts for
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822:. Music may also vary according to national trends or the preferences of major fan communities.
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Bernal-Merino, M. 2007. "Challenges in the Translation of Video Games". Tradumática, No 5.
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Bernal-Merino, M. 2007. "Localization and the Cultural Concept of Play". Game Career Guide
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s innate reliance on Japanese culture making a plain localization of that game unviable.
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strings instead of in picture format. Audio processing capability also improved allowing
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Games localized for import into Germany often have significant changes made due to the
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1925:
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1071:
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253:
156:
1624:"Localization of Digital Games: The Process of Blending for the Global Games Market"
529:, recounts having to continually cut down the English text due to limited capacity.
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language), and transcreation (creating a new text in the destination language).
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edited by Keiran J. Dunne. Amsterdam and Philadelphia: John Benjamins, 121–134.
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for the western world led to a completely new and thematically different game,
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edited by Keiran J. Dunne. Amsterdam and Philadelphia: John Benjamins,135-154.
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654:. Fans of video games without an international release may be willing to put
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Early localization had one main concern. Due to the small memory size of the
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1906:- Tips and ideas on how to improve the localization process for video games
1660:"From Japan, With Changes: The Endless Debate Over Video Game 'Censorship'"
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1037:(2009) contained a single visible swastika on an art asset. As a result,
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1740:"Nintendo denies Alison Rapp firing is linked to harassment campaign"
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Fun for all: translation and accessibility practices in video games
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by the circulation of an undergraduate essay by Rapp which favored
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You Spoony Bard!: An Analysis of Video Game Localization Practices
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1716:"The Ugly New Front In The Neverending Video Game Culture War"
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when the official versions were of poor quality, such as with
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Mangiron, Carme; Orero, Pilar; O'Hagan, Minako (2014-01-01).
1108:. Which allow producers to work directly with the game code.
1866:"The Mother 3 Fan Translation." Retrieved December 2nd, 2014
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1686:"Gamergate May Have Just Won Its Most Disgraceful Scalp Yet"
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1819:
Edwards, Kate. GDC 2006 presentation "Fun Vs. Offensive"
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cartridges many translated text strings were too long.
1459:"It's been an incredible 2 years for fan translations"
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Hardware and software: for example the change between
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Dietz, F. 2006. Issues in localizing computer games.
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Games & Play in Chinese & Sinophone Cultures
1889:Game Localization and the Cultural Concept of Play
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1651:
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1707:
1705:
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1490:"How the Great Ace Attorney Finally Went Abroad"
762:The major types of localization are as follows:
1917:Videogame Localization and Internationalization
1885:- excerpt from 'The Game Localization Handbook'
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1731:
1729:
1862:. Cambridge/London: Harvard University Press.
1827:. Amsterdam and Philadelphia: John Benjamins.
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1677:
1675:
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650:Another means of localization is through the
480:Localization is largely inconsistent between
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8:
1913:improve gaming experience for local Players.
872:2001). In the original Japanese version the
911:helping people around the world instead of
842:them can be challenging because of all the
1622:Thayer, Alexander; Kolko, Beth E. (2004).
1528:PS3 News: Reeves: Euro Gamers Wait Because
450:
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750:Learn how and when to remove this message
722:Relevant discussion may be found on the
1840:Heimburg, E, 2006. Localizing MMORPGs.
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1238:Localization of Square Enix video games
907:s gameplay but is re-themed to feature
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1070:Some translators of video games favor
734:to additional sources at this section.
402:Bhagavad-gita translations by language
1942:Internationalization and localization
1904:22 Ideas for Better Game Localization
1658:Klepek, Patrick (December 14, 2015).
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1020:Unterhaltungssoftware Selbstkontrolle
259:Internationalization and localization
27:Process in development of video games
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1894:Best practices for game localization
1787:. Massachusetts: Charles River Media
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1025:For instance, the German version of
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715:relies largely or entirely upon a
636:, plot or character descriptions,
392:Books and magazines on translation
25:
1825:A Practical Guide to Localization
1714:Clepek, Patrick (March 4, 2016).
915:cheering people in Japan, due to
1883:Localization Production Pitfalls
1738:Stuart, Keith (March 31, 2016).
1684:Singal, Jesse (March 31, 2016).
1297:Chandler and Deming 2012, p. 317
1013:Video game content rating system
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49:
981:. This will call for technical
1785:The Game Localization Handbook
1377:University of Washington Press
1223:Fan translation of video games
1115:Textual types and file formats
957:want to please their clients.
944:from Englobe. During the 2006
689:The Elder Scrolls IV: Oblivion
552:All Your Base Are Belong to Us
424:Kural translations by language
397:Bible translations by language
172:Dynamic and formal equivalence
1:
1590:Schnittberichte - Wolfenstein
1488:Lum, Patrick (July 9, 2021).
1457:Fenlon, Wes (July 29, 2021).
1308:"Star Wars: The Old Republic"
827:constraints of screen space.
412:List of most translated works
213:Translation management system
1842:Perspectives on Localization
1805:Perspectives on Localization
1571:O'Hagan and Mangiron, p. 220
1432:O'Hagan and Mangiron, p. 121
1414:O'Hagan and Mangiron, p. 118
1342:O'Hagan and Mangiron, p. 117
1285:O'Hagan and Mangiron, p. 327
1444:O'Hagan and Mangiron, p. 56
652:unauthorized effort of fans
597:Japanese role-playing games
583:Star Wars: The Old Republic
1958:
946:Game Developers Conference
467:computer game localisation
975:manuals and instructions
387:Journalistic translation
1932:Video game localization
1911:video game translation
1858:Sutton-Smith, B. 1997.
1628:Technical Communication
1402:Chandler 2005, p. 46-47
886:Japanese school uniform
864:and known in Europe as
463:Video game localization
269:Video game localization
177:Contrastive linguistics
1937:Video game development
1063:Xenoblade Chronicles X
671:The Great Ace Attorney
590:Styles of localization
352:Telephone interpreting
238:Multimedia translation
1860:The Ambiguity of Play
1187:Gamergate controversy
891:Osu! Tatakae! Ouendan
807:(for US and Canada),
284:Software localization
264:Language localization
167:Translation criticism
96:Linguistic validation
830:When games are more
811:(for Australia), or
728:improve this article
696:Tasks and challenges
279:Website localization
1823:Esselink, B. 2000.
1783:Chandler, H. 2005.
1273:Kohler 2005, p. 226
1191:cultural relativism
1163:User interface (UI)
1041:recalled the game.
860:(known in Japan as
346:Video relay service
203:Machine translation
162:Translation project
152:Translation studies
1642:– via JSTOR.
1580:Dietz 2006, p. 131
1259:Bernal-Merino 2008
1125:Instruction manual
554:" became an early
477:are also popular.
208:Mobile translation
1690:New York Magazine
1205:The Daily Stormer
1091:Linguistic assets
1084:World of Warcraft
1078:Mists of Pandaria
999:PlayStation Store
897:Elite Beat Agents
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815:(for Japan).
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300:Associations
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246:Localization
190:Technologies
1180:bowdlerized
1170:Controversy
1034:Wolfenstein
983:translation
938:strategists
874:protagonist
857:Fatal Frame
797:age ratings
645:Square Enix
638:cheat codes
607:companies.
521:Ted Woolsey
419:Translators
233:Postediting
228:Pre-editing
43:Translation
1926:Categories
1612:Zhang 2012
1423:Dietz 2007
1330:Fahey 2008
1318:2022-05-21
1244:References
1157:subtitling
987:literature
979:help files
955:publishers
950:California
767:Linguistic
382:Scanlation
223:Subtitling
136:Homophonic
106:Regulatory
1600:Good 2009
1559:867851587
1228:Undubbing
1210:Gamergate
1196:alt-right
1131:Packaging
967:trademark
927:tolerance
848:designers
838:-driven,
732:citations
724:talk page
543:Zero Wing
490:companies
482:platforms
111:Technical
1640:43092358
1470:July 29,
1464:PC Gamer
1217:See also
1200:neo-Nazi
1176:Nintendo
1146:Dialogue
1102:Catalyst
963:branding
844:premises
790:gameplay
771:cultural
661:Mother 3
605:AAA game
577:Fable II
121:Cultural
71:Literary
35:a series
33:Part of
1501:July 9,
1150:dubbing
1106:Passolo
940:, like
917:Ouendan
902:Ouendan
852:Western
795:Legal:
786:hotkeys
664:(2006)
548:Engrish
504:Pac-Man
497:History
486:engines
315:Schools
218:Dubbing
101:Medical
1720:Kotaku
1664:Kotaku
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1137:Readme
959:Gamers
913:oendan
836:action
820:avatar
676:Capcom
550:text "
546:whose
377:Fandub
372:Fansub
305:Awards
144:Theory
1636:JSTOR
931:taste
920:'
905:'
870:Tecmo
832:story
682:into
563:ASCII
348:(VRS)
91:Kural
86:Quran
81:Bible
66:Legal
58:Types
1555:OCLC
1545:ISBN
1503:2021
1495:Vice
1472:2021
1381:ISBN
1148:for
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929:and
878:Miku
862:Zero
846:the
813:CERO
805:ESRB
801:PEGI
782:NTSC
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517:SNES
515:and
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465:(or
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778:PAL
513:NES
198:CAT
1928::
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