1887
image of International players’ perceptions of localization in their gameplay experiences
USD
Buy:$35.00 + Taxes

Abstract

Abstract

Game localization is the complex industrial process of adapting digital games linguistically, culturally and technically, seeking to deliver a gameplay experience as close as possible to that of the original. Guided by Livingston’s (2018) Review Analysis methodology combined with thematic analysis, we tap into user reviews of the Taiwanese game (Red Candle Games 2017) in Simplified Chinese, English and Japanese, to gauge and compare player experiences in relation to localization, and explore the scope of review data for player-focused game localization research. Our qualitative analysis implicates culturalization as an impactful underlying factor in shaping the gameplay experience, for which translation issues remain opaque. As long as certain limitations are acknowledged, real-world data such as Steam user reviews provide an alternative source that is high in ecological validity, offering promising scope for future player-focused game localization research towards enriching the international dimension of Games User Research.

Loading

Article metrics loading...

/content/journals/10.1075/ts.23042.hsu
2024-09-19
2024-10-06
Loading full text...

Full text loading...

References

  1. Al-Batineh, Mohammed, and Razan Alawneh
    2021 “Current Trends in Localizing Video Games into Arabic: Localization Levels and Gamers’ Preferences.” Perspectives (): –. 10.1080/0907676X.2021.1926520
    https://doi.org/10.1080/0907676X.2021.1926520 [Google Scholar]
  2. Bernal-Merino, Miguel Á.
    2015Translation and Localisation in Video Games: Making Entertainment Software Global. New York: Routledge.
    [Google Scholar]
  3. Bos, Daniel
    2021 “Playful Encounters: Games for Geopolitical Change.” Geopolitics: –.
    [Google Scholar]
  4. Braun, Virginia, and Victoria Clarke
    2012 “Thematic Analysis”. InAPA Handbook of Research Methods in Psychology, Vol. 2. Research Designs: Quantitative, Qualitative, Neuropsychological, and Biological, edited byHarris Cooper, Paul M. Camic, Debra. L. Long, A. T. Panter, David Rindskopf, & Kenneth J. Sher, –. Washington, DC: American Psychological Association. 10.1037/13620‑004
    https://doi.org/10.1037/13620-004 [Google Scholar]
  5. CESA
    CESA 2022CESA [Computer Entertainment Supplier’s Association] Games White Paper. Tokyo: CESA
    [Google Scholar]
  6. Drachen, Anders, Pejman Mirza-Babaei, and Lennart E. Nacke
    2018 “Introduction to Games User Research” InGames User Research, edited byAnders Drachen, Pejman Mirza-Babaei, and Lennart E. Nacke, –. Oxford: Oxford University Press.
    [Google Scholar]
  7. Díaz Cintas, Jorge, and Aline Remael
    2021Subtitling: Concepts and Practices. New York: Routledge.
    [Google Scholar]
  8. Edwards, Kate
    2012 “Culturalization of Game Content.” InThe Game Localization Handbook, edited byHeather M. Chandler and Stephanie O’Malley Deming, –. Sudbury, MA: Jones & Bartlett Learning.
    [Google Scholar]
  9. 2014 “Beyond localization: An Overview of Game Culturalization.” InFun for All: Translation and Accessibility Practices in Video Games, edited byCarmen Mangiron, Minako O’Hagan and Pilar Orero, –. Bern: Peter Lang.
    [Google Scholar]
  10. Elad, Barry
    2024 “Statistics By Users, Most Played Games, Market Share and Demographics” AccessedJune 3, 2024. https://www.enterpriseappstoday.com/stats/steam-statistics.html
  11. Ellefsen, Ugo, and Miguel Á Bernal-Merino
    2018 “Harnessing the Roar of the Crowd: A Quantitative Study of Language Preferences in Video Games of French Players of the Northern Hemisphere.” The Journal of Internationalization and Localization (): –. 10.1075/jial.00009.ell
    https://doi.org/10.1075/jial.00009.ell [Google Scholar]
  12. Esselink, Bert
    2000A Practical Guide to Localization. Vol.. Amsterdam/Philadelphia: John Benjamins. 10.1075/liwd.4
    https://doi.org/10.1075/liwd.4 [Google Scholar]
  13. Guzsvinecz, Tibor
    2023 “The Correlation between Positive Reviews, Playtime, Design and Game Mechanics in Souls-like Role-playing Video Games.” Multimedia Tools and Applications:–. 10.1007/s11042‑022‑12308‑1
    https://doi.org/10.1007/s11042-022-12308-1 [Google Scholar]
  14. Glaser, Barney, and Anselm Strauss
    2009The Discovery of Grounded Theory: Strategies for Qualitative Research. Piscataway, NJ: Transaction Publishers.
    [Google Scholar]
  15. Gordon, Nicholas
    2021 “Global PC Game Superstore Steam has Basically Gone Dark in China, and No One Knows Why.” Fortune, December29.
    [Google Scholar]
  16. Hsu, Hao
    2020 “Localization and Culturalization for a History-based Game: The Case of Detention.” The Journal of Internationalization and Localization (): –. 10.1075/jial.20007.hsu
    https://doi.org/10.1075/jial.20007.hsu [Google Scholar]
  17. Kohlburn, Joseph, Hyerim Cho, and Hollis Moore
    2023 “Players’ Perceptions of Sexuality and Gender-inclusive Video Games a Pragmatic Content Analysis of Steam Reviews.” Convergence (): –. 10.1177/13548565221137481
    https://doi.org/10.1177/13548565221137481 [Google Scholar]
  18. Kotze, Haidee, Berit Janssen, Corina Koolen, Luka van der Plas, and Gys-Walt van Egdom
    2021 “Norms, Affect And Evaluation in the Reception of Literary Translations in Multilingual Online Reading Communities: Deriving Cognitive-Evaluative Templates from Big Data.” Translation, Cognition & Behavior (): –. 10.1075/tcb.00060.kot
    https://doi.org/10.1075/tcb.00060.kot [Google Scholar]
  19. Leppihalme, Ritva
    1997Culture Bumps: An Empirical Approach to the Translation of Allusions. Clevedon U.K., Philadelphia: Multilingual Matters. 10.21832/9781800417908
    https://doi.org/10.21832/9781800417908 [Google Scholar]
  20. Liu, Tiff
    2017 “Detention Postmortem: Localizing a Taiwanese Game for Western Audiences.” AccessedMay 30, 2023. https://www.gamedeveloper.com/design/detention-postmortem-localizing-a-taiwanese-game-for-western-audiences#close-modal
  21. Livingston, Ian
    2018 “Post-launch in games user research.” InGames User Research, edited byAnders Drachen, Pejman Mirza-Babaei and Lennart E. Nacke, –. Oxford: Oxford University Press. 10.1093/oso/9780198794844.003.0004
    https://doi.org/10.1093/oso/9780198794844.003.0004 [Google Scholar]
  22. Mangiron, Carmen
    2016 “Reception of Game Subtitles: An Empirical Study.” The Translator (): –. 10.1080/13556509.2015.1110000
    https://doi.org/10.1080/13556509.2015.1110000 [Google Scholar]
  23. 2018 “Reception Studies in Game Localisation.” InReception Studies and Audiovisual Translation. Amsterdam/Philadelphia: John Benjamins Publishing. 10.1075/btl.141.14man
    https://doi.org/10.1075/btl.141.14man [Google Scholar]
  24. O’Hagan, Minako
    2009 “Towards a Cross-cultural Game Design: An Explorative Study in Understanding the Player Experience of a Localised Japanese Video Game.” The Journal of Specialised Translation (): –.
    [Google Scholar]
  25. 2016 “Game Localisation as Emotion Engineering: Methodological Exploration.” InConflict and Communication: A Changing Asia in a Globalising World, edited byMinako O’Hagan and Qi Zhang. New York: NOVA Science.
    [Google Scholar]
  26. O’Hagan, Minako, and Marian Flanagan
    2018 “Gamer Emotions in Laughter: Towards Affect-oriented Game Localisation.” Translation, Cognition & Behavior (): –. 10.1075/tcb.00013.oha
    https://doi.org/10.1075/tcb.00013.oha [Google Scholar]
  27. O’Hagan, Minako, and Carmen Mangiron
    2013Game Localization: Translating for the Global Digital Entertainment Industry. Amsterdam: John Benjamins. 10.1075/btl.106
    https://doi.org/10.1075/btl.106 [Google Scholar]
  28. Saldanha, Gabriela, and Sharon O’Brien
    2014Research Methodologies in Translation Studies. New York: Routledge. 10.4324/9781315760100
    https://doi.org/10.4324/9781315760100 [Google Scholar]
  29. Toftedahl, Marcus
    2022 “Being Local in a Global Industry: Game Localization from an Indie Game Development Perspective.” Doctoral dissertation, University of Skövde.
  30. Tong, Xinge
    2021 “Positioning Game Review as a Crucial Element of Game User Feedback in the Ongoing Development of Independent Video Games.” Computers in Human Behavior Reports (): –. 10.1016/j.chbr.2021.100077
    https://doi.org/10.1016/j.chbr.2021.100077 [Google Scholar]
  31. Valve
    Valve 2024a “Steamworks.” AccessedJune 6, 2024. https://partner.steamgames.com/
  32. Valve
    Valve 2024b “User Reviews (Steamworks Documentation).” AccessedJune 6, 2024. https://partner.steamgames.com/doc/store/reviews
  33. Wiemeyer, Josef, Lennart Nacke, Christiane Moser, and Florian ‘Floyd’ Mueller
    2016 “Player Experience.” Serious Games: Foundations, Concepts and Practice: –. 10.1007/978‑3‑319‑40612‑1_9
    https://doi.org/10.1007/978-3-319-40612-1_9 [Google Scholar]
  34. Zhang, Xiaochun
    2015 “Main Actors and the Network of Digital Game Localisation in China.” Doctoral dissertation, Universität Wien.
  35. 2022 “Video Game Localization: Translating Interactive Entertainment.” InThe Routledge Handbook of Translation and Media, edited byEsperança Bielsa, –. New York: Routledge.
    [Google Scholar]
  36. Zheng, Jianwei, and Wenjun Fan
    2022 “Hong Lou Meng in the English World: Reception of a Translated Chinese Classic in Digital Media.” The Translator: –.
    [Google Scholar]
  37. Zoraqi, Amir Arsalan, and Mohsen Kafi
    2023 “The (In)visible Agency of Video Games Localizers: A Case Study.” Media and Intercultural Communication: A Multidisciplinary Journal (): –.
    [Google Scholar]
  38. Hello Games
    Hello Games 2016No Man’s Sky. Hello Games. PlayStation, Microsoft Windows.
    [Google Scholar]
  39. Red Candle Games
    Red Candle Games 2017Detention. Red Candle Games, AGM PLAYISM. Microsoft Windows, MacOS, Linux.
    [Google Scholar]
/content/journals/10.1075/ts.23042.hsu
Loading
/content/journals/10.1075/ts.23042.hsu
Loading

Data & Media loading...

This is a required field
Please enter a valid email address
Approval was successful
Invalid data
An Error Occurred
Approval was partially successful, following selected items could not be processed due to error