Article published In: Digital Translation: Online-First Articles
When paratexts become the text
Tracing the evolution and enduring role of translated paratexts in Arabic video game localization
Published online: 18 August 2026
https://doi.org/10.1075/dt.25036.qob
https://doi.org/10.1075/dt.25036.qob
Abstract
Research on video game localization is typically written through the
lens of shipped software, privileging translated in-game assets and professional
production pipelines. Such accounts obscure how players in linguistically marginalized
markets accessed games when official localization was rare or absent. This article
reconceptualizes localization by examining the enabling role of translated paratextual
labor in Saudi Arabia during the late 1990s and 2000s. Drawing on an archival corpus of
thirty-nine surviving issues of Majalat Alaab Alcomputar
(MAAC, 1997–2011), widely regarded as the first dedicated Arabic video
game magazine, and three interviews with former staff members, the study analyzes how
Arabic translations of reviews, interface explanations, glossaries, and strategy guides
mediated play. The article integrates paratext theory (Genette, Gérard. 1997. Paratexts: Thresholds of Interpretation. Cambridge: Cambridge University Press. ; Batchelor, Kathryn. 2018. Translation and Paratexts. London: Routledge. ),
co-text and multimodal orchestration (Adami, Elisabetta, Sara Ramos Pinto. 2020. “Meaning-(re)making in a World of Untranslated Signs: Towards a Research Agenda on Multimodality, Culture, and Translation.” In Translation and Multimodality, edited by Monica Boria, Ángela Carreres, María Noriega-Sánchez, and Marcus Tomalin, 71–93). London: Routledge.), and gaming capital (Consalvo, Mia. 2007. Cheating: Gaining Advantage in Videogames. Cambridge, MA: The MIT Press. ) to argue that under restricted linguistic access, MAAC’s
paratextual constellation did not remain peripheral to the game text but could become
enabling co-text that was central to play. The article further traces functional
continuities between print mediation and later digital practices in Arabic forums and
YouTube walkthroughs. By foregrounding paratextual practices in print and their later
continuities, this study expands localization historiography beyond product-centered
models and proposes an access-oriented account of how translation makes play possible in
marginalized language markets.
Article outline
- 1.Introduction
- 2.Literature review
- 2.1Video game localization in Translation Studies
- 2.2Arabic video game localization research
- 2.3Fan translation
- 2.4Print mediation and non-digital paratexts
- 2.5Video game magazines
- 3.Theoretical framework
- 4.Methodology
- 4.1Corpus and source recovery
- 4.2Interviews and production context
- 4.3Evidence model and analytical criteria
- 5.Context, production, and circulation
- 5.1Translation strategies
- 5.1.1Indirect translation and the proxy source
- 5.1.2Localization outside the software
- 5.1.3Boundary negotiation under regulation and illegality
- 5.1Translation strategies
- 6.Digital afterlives of print paratexts
- 7.Conclusion
- Acknowledgments
- Notes
References
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