Skip to main content

Game Localization: Stages and Particularities

  • Chapter
  • First Online:
Enhancing Video Game Localization Through Dubbing

Part of the book series: Palgrave Studies in Translating and Interpreting ((PTTI))

  • 482 Accesses

Abstract

Chapter 3 describes the localization process and the different phases and agents involved. First, the relationship between localization and audiovisual translation is discussed in order to define what is currently understood by localization and how it is related to other media adaptation practices. Then, the localization process is presented, divided into three main phases: pre-localization, translation and post-localization, emphasizing the fact that localization should be conceived as an agile and flexible process. The main localization agents, their most common activities and the materials they receive are also discussed based on the insights shared by current and anonymous localization professionals who illustrate how localization takes place nowadays. Special attention is drawn to the dubbing practices included in the localization process.

Localisation should not be perceived as a mandate to modify everything, but rather as an awareness of the sensitivities and preferences of other cultures.

—Bernal-Merino (2015. Translation and Localisation in Video Games. Making Entertainment Software Global. New York: Routledge: 174)

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

eBook
USD 16.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    A total of 19 people were interviewed, either by telephone or by videoconference. 17 of them were interviewed at the end of 2017 and 2 in September 2020. All these semi-structured interviews were recorded and transcribed in order to extract and analyze the relevant information in detail. Their roles in the localization industry range from project production (project managers) to translation production (translators and reviewers) and translation post-production in the dubbing studio (dubbing directors, dubbing actors and sound technicians).

  2. 2.

    The term “functional” is used here to indicate that a product is designed to be practical and used to achieve a particular goal, such as a commercial website, intended to promote the sales of a certain product, or software programs developed as audio or graphic editors. Video games, in contrast, typically pursue a ludic goal, rather than other types of purely functional activities.

  3. 3.

    The post-gold model consists of marketing the video game, first, in the country where it was developed, and later on, in different markets, as opposed to the sim-ship model, which means the global launching of the product in all markets (locales) simultaneously.

  4. 4.

    As O’Hagan and Mangiron (2013: 132) define them, variables or placeholders are “values that hold the space for different text or numerical strings—such as proper nouns, numerals, and objects—and they change depending on certain conditions specific to the player action.

  5. 5.

    Their website is available at <https://meridiem-games.com/mdm> [accessed in May 2021].

  6. 6.

    The processes outlined in Sect. 3.2.3 draw particularly on the interviews with professionals in the field, which, as indicated above, must remain confidential as sources.

  7. 7.

    ROM-hacking refers to the process of accessing the game ROM (read-only memory) to edit some features of the video game such as graphics, settings, texts (to add translations) and so on. The ROM is a file that contains all the elements of which the video game is composed and can be executed in an emulator—a computer system that recreates a different system—not necessarily the original platform for which the game was developed. ROMs can be found on the internet, and fans and those known as “romhackers” download them to add their own modifications to the game (see Muñoz Sánchez 2007 for a review of how this process can take place).

References

  • Baños Piñero, Rocío. 2009. La oralidad prefabricada en la traducción para el doblaje. Estudio descriptivo-contrastivo del español de dos comedias de situación: Siete Vidas y Friends. Universidad de Granada.

    Google Scholar 

  • Bernal-Merino, Miguel Á. 2006. On the Translation of Video Games. JoSTrans—The Journal of Specialised Translation 6: 22–36.

    Google Scholar 

  • ———. 2015. Translation and Localisation in Video Games. Making Entertainment Software Global. New York: Routledge.

    Google Scholar 

  • ———. 2020. Key Concepts in Game Localisation Quality. In The Palgrave Handbook of AudioviTranslation and Media Accessibility, ed. Łukasz Bogucki and Mikołaj Deckert, 297–314. Cham, Switzerland: Palgrave Macmillan.

    Chapter  Google Scholar 

  • Byrne, Jody. 2007. Caveat Translator: Understanding the Legal Consequences of Errors in Professional Translation. JosTrans—The Journal of Specialised Translation 7: 2–24.

    Google Scholar 

  • Cattrysse, Patrick. 2001. Multimedia and Translation: Methodological Considerations. In (Multi) Media Translation: Concepts, Practices and Research, ed. Yves Gambier and Henrik Gottlieb, 1–12. Amsterdam and Philadelphia: John Benjamins.

    Google Scholar 

  • Chandler, Heather. 2008. Practical Skills for Video Game Translators. Multilingual Computing Inc 98 (5): 34–37.

    Google Scholar 

  • Chaume, Frederic. 2012. Audiovisual Translation: Dubbing. Manchester: St. Jerome Publishing.

    Google Scholar 

  • ———. 2013. The Turn of Audiovisual Translation: New Audiences and New Technologies. Translation SpacesTranslation Spaces. A Multidisciplinary, Multimedia, and Multilingual Journal of Translation 2: 105–123. https://doi.org/10.1075/ts.2.06cha.

    Article  Google Scholar 

  • ———. 2018. Is Audiovisual Translation Putting the Concept of Translation Up Against the Ropes? JosTrans—The Journal of Specialised Translation 30: 84–104.

    Google Scholar 

  • Di Giovanni, Elena, and Yves Gambier. 2018. In Reception Studies and Audiovisual Translation, ed. Elena Di Giovanni and Yves Gambier. Amsterdam: John Benjamins.

    Chapter  Google Scholar 

  • Díaz Cintas, Jorge, and Aline Remael. 2021. Subtitling: Concepts and Practices. London and New York: Routledge.

    Google Scholar 

  • Dietz, Frank. 2006. Issues in Localizing Computer Games. In Perspectives on Localization, ed. Keiran J. Dunne, 121–134. Amsterdam and Philadelphia: John Benjamins.

    Chapter  Google Scholar 

  • ———. 2007. How Difficult Can That Be? The Work of Computer and Video Game Localisation. Tradumàtica 5. http://www.fti.uab.es/tradumatica/revista/num5/articles/04/04art.htm.

  • Dovey, John, and Helen W. Kennedy. 2006. Game Cultures: Computer Games as New Media. Berkshire: Open University Press.

    Google Scholar 

  • Esselink, Bert. 2000. A Practical Guide to Software Localization. Amsterdam: John Benjamins.

    Book  Google Scholar 

  • Granell, Ximo. 2011. Teaching Video Game Localisation in Audiovisual Translation Courses at University. JoSTrans—The Journal of Specialised Translation 16: 185–202.

    Google Scholar 

  • Granell, Ximo, Carme Mangiron, and Núria Vidal. 2015. La Traducción de Videojuegos. Sevilla: Bienza.

    Google Scholar 

  • Honeywood, Richard, and Jon Fung. 2012. Best Practices for Game Localization. Toronto: International Game Developers Association Game Localization.

    Google Scholar 

  • Jenkins, Henry. 2006. Convergence Culture: Where Old and New Media Collide. Nueva York: New York University Press.

    Google Scholar 

  • Jiménez-Crespo, Miguel A. 2013. Translation and Web Localization. Oxon: Routledge.

    Book  Google Scholar 

  • Mangiron, Carme. 2007. Video Games Localisation: Posing New Challenges to the Translator. Perspectives: Studies in Translatology 14 (4): 306–323. https://doi.org/10.1080/09076760708669046.

    Article  Google Scholar 

  • ———. 2016. Reception of Game Subtitles: An Empirical Study. The Translator 22 (1): 72–93. https://doi.org/10.1080/13556509.2015.1110000.

    Article  Google Scholar 

  • ———. 2017. Research in Game Localisation. The Journal of Internationalization and Localization 4 (2): 74–99. https://doi.org/10.1075/jial.00003.man.

    Article  Google Scholar 

  • Marzà Ibàñez, Anna, and Frederic Chaume. 2009. The Language of Dubbing: Present Facts and Future Perspectives. In Analysing Audiovisual Dialogue. Linguistic and Translational Insights, ed. Maria Freddi and Maria Pavesi, 31–39. Bolonia: Clueb.

    Google Scholar 

  • Maxwell-Chandler, Heather, and Stephanie O’Malley Deming. 2012. The Game Localization Handbook. 2nd ed. Sudbury, MA: Jones.

    Google Scholar 

  • Mejías-Climent, Laura. 2019. La Sincronización en el doblaje de videojuegos. Análisis empírico y descriptivo de los videojuegos de acción-aventura. Universitat Jaume I.

    Book  Google Scholar 

  • ———. 2021. El inventario de la localización: Recursos documentales para web, software y videojuegos. In Documentación Aplicada a la traducción y a la interpretación: Estrategias, fuentes y recursos documentales, ed. Dora Sales Salvador. Ediciones: Trea.

    Google Scholar 

  • Méndez González, Ramón, and José Ramón Calvo-Ferrer. 2017. Videojuegos y [para]traducción: Aproximación a la práctica localizadora. Granada: Comares.

    Google Scholar 

  • Muñoz Sánchez, Pablo. 2007. Romhacking: Localización de videojuegos clásicos en un contexto de aficionados. Tradumàtica: Traducció i Tecnologies de La Informació i La Comunicació 5.

    Google Scholar 

  • ———. 2009. Video Game Localisation for Fans by Fans: The Case of Romhacking. The Journal of Internationalisation and Localization 1 (1): 168–185. https://doi.org/10.1075/jial.1.07mun.

    Article  Google Scholar 

  • ———. 2017. Localización de videojuegos. Madrid: Editorial Síntesis.

    Google Scholar 

  • Nord, Christiane. 2018. Translating as a Purposeful Activity. Functionalist Approaches Explained. 2nd ed. Oxon and New York: Routledge.

    Google Scholar 

  • O’Hagan, Minako. 2017. Seeking Delocalization: Fan Community and Game Localization in the Age of User Empowerment. The Journal of Internationalization and Localization 4 (2): 183–202. https://doi.org/10.1075/jial.00004.oha.

    Article  Google Scholar 

  • O’Hagan, Minako, and Heather Chandler. 2016. Game Localization Research and Translation Studies Loss and Gain under an Interdisciplinary Lens. In Border Crossings. Translation Studies and Other Disciplines, ed. Yves Gambier and Luc van Doorslaer, 309–330. Amsterdam and Philadelphia: John Benjamins.

    Chapter  Google Scholar 

  • O’Hagan, Minako, and Carme Mangiron. 2013. Game Localization: Translating for the Global Digital Entertainment Industry. Amsterdam: John Benjamins.

    Book  Google Scholar 

  • Palencia Villa, Rosa María. 2002. La influencia del doblaje audiovisual en la percepción de los personajes. Universidad Autónoma de Barcelona.

    Google Scholar 

  • Pujol Tubau, Miquel. 2015. La representació de personatges a través del doblatge en narratives transmèdia. Estudi descriptiu de pel·lícules i videojocs basats en El senyor dels anells. Universitat de Vic—Universitat Central de Catalunya.

    Google Scholar 

  • Ramírez Delgado, Cristina. 2017. Estudio de la calidad de la localización de un corpus de sitios web corporativos de la industria agroalimentaria andaluza (AGROCORP): Hacia un concepto de pérdida en localización web. Universidad Pablo de Olavide.

    Google Scholar 

  • Romero-Fresco, Pablo. 2009. A Corpus-Based Study on the Naturalness of the Spanish Dubbing Language: The Analysis of Discourse Markers in the Dubbed Translation of Friends. Heriot-Watt University.

    Google Scholar 

  • ———. 2020. The Dubbing Effect: An Eye-Tracking Study on How Viewers Make Dubbing Work. JoSTrans. The Journal of Specialised Translation, no. 33: 17–40.

    Google Scholar 

  • Toury, Gideon. 2012. Descriptive Translation Studies-- and Beyond. 2nd ed. Amsterdam: John Benjamins.

    Book  Google Scholar 

  • Vázquez Rodríguez, Arturo. 2018. El error de traducción en la localización de videojuegos. Estudio descriptivo y comparativo entre videojuegos indie y no indie. Universitat de València.

    Google Scholar 

  • Venuti, Lawrence. 2008. The Translator ’s Invisibility. 2nd ed. London and New York: Routledge.

    Google Scholar 

  • Vermeer, Hans J. 2000. Skopos and Commision in Translation Action. In The Translation Studies Reader, ed. Lawrence Venuti, 221–232. London and New York: Routledge.

    Google Scholar 

  • Zabalbeascoa, Patrick. 2008. The Nature of the Audiovisual Text and Its Parameters. In The Nature of the Audiovisual Text and Its Parameters, ed. Jorge Díaz-Cintas, 21–37. Amsterdam and Phiiladelphia: John Benjamins.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Laura Mejías-Climent .

Rights and permissions

Reprints and permissions

Copyright information

© 2021 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Mejías-Climent, L. (2021). Game Localization: Stages and Particularities. In: Enhancing Video Game Localization Through Dubbing. Palgrave Studies in Translating and Interpreting. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-88292-1_3

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-88292-1_3

  • Published:

  • Publisher Name: Palgrave Macmillan, Cham

  • Print ISBN: 978-3-030-88291-4

  • Online ISBN: 978-3-030-88292-1

  • eBook Packages: Social SciencesSocial Sciences (R0)

Publish with us

Policies and ethics