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The Journal of Internationalization and Localization

image of The Journal of Internationalization and
ISSN 2032-6904
E-ISSN 2032-6912

Research related with internationalization and localization is new and is more and more solicited by language businesses, software developers, translation agencies, international multilingual organizations, universities, language planning policy makers and standardization institutes.

The Journal of Internationalization and Localization (JIAL) aims at establishing a worldwide discussion forum for both professionals and academics in the area of internationalization and localization. The scope of the journal is as broad as possible in order to target all the players in the internationalization and localization profession. The specific aim of the journal is to leverage the full range of information, from academic research results to the floor of today's language industries, and, conversely, to leverage business experiences in order to inform academic research.

JIAL addresses an interdisciplinary readership in that it focuses on contributions that generate an impact on the localization and translation industry. A link between professionals and academics is assured by the specific content of the articles and the members of the editorial board. Each issue is reviewed by both academics and professionals.

John Benjamins Publishing Company is the official publisher as of Volume 3 (2016).

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  • Evolution of User-generated Translation: Fansubs, Translation Hacking and Crowdsourcing
    • Author: Minako O'Hagan
    • Source: The Journal of Internationalization and Localization, Volume 1, Issue 1, 2009, pages: 94 –121
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    • Most conspicuous initially with Japanese anime fansubs, fan-based translation has been developing since the 1980s. In the advent of widespread availability of Web 2.0 platforms, fan translation has become a global phenomenon despite its dubious legal status. Extending the emerging interest in fansubs and scanlation in translation studies to the little discussed translation hacking by video game fans, this article brings readers‘ attention to participatory culture manifest in user-generated content in the field of translation and localisation. The article describes the evolution from unsolicited fan translation to solicited community translation now called crowdsourcing and considers them in the framework of user-generated translation (UGT). The article provides interdisciplinary perspectives, drawing on insights from media and game studies to address UGT which could profoundly impact the profession of translation and localisation as new technological environments unleash the technical competence, genre-knowledge and unparalleled devotion of the otherwise untrained Internet crowd as translators.

      This article is made available under a CC BY-NC 4.0 license.

  • The evaluation of pragmatic and functionalist aspects in localization: towards a holistic approach to Quality Assurance
    • Author: Miguel A. Jiménez-Crespo
    • Source: The Journal of Internationalization and Localization, Volume 1, Issue 1, 2009, pages: 60 –93
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    • Current localization QA models are based on componential error-based approaches to quality evaluation. However, as it is more complex to objectively measure pragmatic issues than language or functionality problems, the communicative-pragmatic adequacy of the target text is normally ignored while assuring that a text "look[s] like it has been developed in-country" (LISA, 2004, p. 11). Consequently, most QA models do not incorporate a category for this type of issue. This paper presents a critical review of the notion of quality in localization and its implications in current QA practices from a functionalist perspective (Nord, 1997). The main goal is to set the foundation for an evaluation process that can account for functionalist and pragmatic inadequacies through the use of localization evaluation corpora. The main issues and applications are illustrated through examples extracted from the 40,000 webpage Spanish Web Evaluation Corpus compiled by the author (Jiménez-Crespo, 2008a).

      This article is made available under a CC BY-NC 4.0 license.

  • Video Game Localisation for Fans by Fans: The Case of Romhacking
    • Author: Pablo Muñoz Sánchez
    • Source: The Journal of Internationalization and Localization, Volume 1, Issue 1, 2009, pages: 168 –185
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    • The aim of this paper is to show the particularities of the so-called “romhacking”, a methodology developed by amateurs to localise mainly classic video games. In the first section, the concept and origin of the term “romhacking” is presented. The second section offers an overview of the workflow followed by romhackers to localise video games. In the third section, an analysis of the differences between professional and amateur translations is given. The fourth section includes a discussion of the legal aspects of this practice. The paper concludes with a reflection on the impact of amateur translations on the video game localisation industry.

      This article is made available under a CC BY-NC 4.0 license.

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