Localizing Chinese games for Southeast Asian markets
A multidimensional perspective
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.
Article outline
- 1.Introduction
- 2.Game localization for the global and SEA markets
- 2.1Models, levels, and strategies of game localization
- 2.2Participant-oriented research on game localization
- 2.3Research on game localization for SEA markets
- 3.Research design
- 4.Results
- 4.1Insights from the practitioners
- 4.2Insights from gamers
- 5.Discussion
- 5.1Models of localization
- 5.2Levels of localization
- 5.3Translation strategies
- 6.Conclusion
-
Acknowledgements
- Note
-
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Gameography
Game title (publisher, year of first release)
Assassin’s Creed (Ubisoft 2007)
Ski Safari (Defiant Development 2012)
Super Smash Bros Brawl (Nintendo 2008)
Cited by (3)
Cited by three other publications
Deckert, Mikołaj, Miguel Ángel Bernal-Merino & Krzysztof Hejduk
2024.
Towards Game Translation User Research,
Zhang, Xiaochun & Huawei Song
2023.
The Mukokuseki Strategy and the Application of Pivot Translation in the Localization of Japanese Games.
Games and Culture
This list is based on CrossRef data as of 19 october 2024. Please note that it may not be complete. Sources presented here have been supplied by the respective publishers.
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