This article explores how Chinese games are localized for Southeast Asia (SEA) markets. Based on the synthesized
insights from practitioners and gamers, we identify gaps between localization in theory and in practice. The post-gold model is
popular with Chinese game companies that usually do not consider localizing a game until it has attained domestic success. They
tend to opt for full localization rather than “deep localization” (Bernal-Merino 2011)
because adapting visuals and game mechanics is considered “icing on the cake”. Additionally, in our data, gamers seem to prefer
foreignization over domestication, while practitioners combine both strategies to create a defamiliarizing gaming experience.
Finally, the language diversity in SEA and the lingua franca status of English call for a nuanced understanding of
locale. Hence, we suggest to differentiate three types of locales (presumed, practiced, and preferred) as a
possible analytical framework to further theorize game localization from multiple perspectives of stakeholders.
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Bernal-Merino, Miguel Ángel. 2015. Translation and Localisation in Video Games: Making Entertainment Software Global. New York: Routledge.
Carlson, Rebecca, and Jonathan Corliss. 2011. “Imagined Commodities: Video Game Localization and Mythologies of Cultural Difference.” Games and Culture 6 (1): 61–82.
Chandler, Heather M.2008. “Localization as a Core Game Development.” Presentation given at the Localization Summit at the International Game Developers Conference 2008, San Francisco, February 20, 2008.
Chandler, Heather M., and Stephanie O’Malley Deming. 2012. The Game Localization Handbook (2nd ed.). Sudbury, MA: Jones & Bartlett Learning.
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Crystal, David. 1997. English as a Global Language. Cambridge: Cambridge University Press.
Dietz, Frank. 1999. “Beyond PacMan: Translating for the Computer Game Industry.” ATA Chronicle 28 (9): 57.
Dodaro, Ettore. 2015. “The localization of video games: a study on the practical applications and their linguistic challenges.” Master’s thesis. Università Ca’Foscari Venezia.
Dong, Luo and Carme Mangiron. 2018. “Journey to the East: Cultural Adaptation of Video Games for the Chinese Market”. JoSTrans: The Journal of Specialised Translation 291: 149–168. [URL]
ESA. 2020. 2020 Essential Facts About the Video Game Industry. Accessed September 24, 2020. [URL]
Fernández-Costales, Alberto. 2012. “Exploring Translation Strategies in Video Game Localization.” Monographs in Translation and Interpreting (MONTI) 41: 385–408. [URL]
Fernández-Costales, Alberto. 2016. “Analyzing Player’s Perception on the Translation of Video Games.” In Media Across Borders: Localizing TV, Film, and Video Games, by Iain Robert Smith, Andrea Esser and Miguel Ángel Bernal-Merino (eds.), 183–201. New York: Routledge.
Fernandes, Guilherme. 2019. Games Market Trends and Publishers to Watch in Southeast Asia: The World’s Fastest-Growing Mobile Games Market. Accessed September 13, 2020. [URL]
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Geurts, Francine. 2015. “What Do You Want to Play? The Desirability of Video Game Translations from English into Dutch according to Dutch Gamers and Non-Gamers.” Master’s thesis. University of Leiden.
Gil Puerto, M.2017. “La localización de videojuegos hecha por aficionados: el caso de Undertale” [Video Game Translation by Amateurs: The Case of Undertale
]. BA thesis. Universitat Jaume I. [URL]
Kent, Steven L.2001. The Ultimate History of Video Games: The Story Behind the Craze That Touched Our Lives and Changed the World. New York: Three Rivers Press.
Khoshsaligheh, Masood, and Saeed Ameri. 2020. “Video Game Localisation in Iran: A Survey of Users’ Profile, Gaming Habits and Preferences.” The Translator 261: 1–19.
Kim, W Chan, and Renée Mauborgne. 2004. Blue Ocean Strategy: How to Create Uncontested Market Space and Make The Competition Irrelevant. Boston: Harvard Business School Press.
Larson-Hall, Jenifer. 2010. A Guide to Doing Statistics in Second Language Research Using SPSS. New York: Routledge.
Loh, Benjamin Y.2013. “Massively Multiplayer Online Role Playing Games (MMORPGs) in Malaysia: The Global-Local Nexus.” Master’s thesis. Ohio University.
This list is based on CrossRef data as of 9 january 2025. Please note that it may not be complete. Sources presented here have been supplied by the respective publishers.
Any errors therein should be reported to them.