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Fun for All

Translation and Accessibility Practices in Video Games

Edited By Carmen Mangiron, Pilar Orero and Minako O'Hagan

Video games have evolved to become a pervasive format which is beyond entertainment, enjoyed by a broad group of people rather than as a niche activity by hardcore gamers. However, to date, academic studies focusing on game localization and accessibility are few and far between, despite the fact that further research in localization and accessibility would be beneficial to all. The different contributions in this pioneering volume address the emerging fields of Game Accessibility and Game Localization from different angles, providing insightful information about these relatively unexplored academic areas with such close tights to the industry. The volume is divided in two sections: the first section includes four contributions on Game Accessibility, dealing with issues such as universally accessible games and guidelines for promoting accessibility. The second section of the book includes nine contributions focussing on different issues affecting game translation and localization, such as case studies, culturalization, fan translation, and terminology management for the game localization industry.
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New Challenges in Interactive Media Localization Projects: Victor Alonso Lion


New Challenges in Interactive Media Localization Projects



Globalization, new technology and the rise of social networks and virtual communities have undoubtedly opened up new opportunities, but they also bring new challenges to localization professionals. There must be an awareness of international requirements at an early stage of a game’s creation. Internationalization of code and content has to be considered from the very beginning of the design process. New online project management and collaboration tools, combined with easier outsourcing, make possible the creation of global teams for companies of all sizes. The amount of content requiring localization has increased significantly. Developers and distributors need to consider alternative approaches for different types of content. A direct translation is not a valid method of engaging customers. Players need to feel their needs are taken into consideration in the games they choose to play. Localizers and developers must work together in order to produce a set of products that will please the different markets. Localizers need to be proactive and propose changes, while developers need to code while keeping in mind that their game will need local adaptations. This article explores the trends mentioned and tries to provide guidance on both successful and unsuccessful methods for approaching game localization projects in a new global, community driven and locally-focused environment.

Keywords: game localization, interactive media, global content strategy, localization innovation, translation, standards, globalization, project management, crowdsourcing, collaboration

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