The Localization of Software and Video Games: Current State and Future Perspectives
Abstract
:1. Introduction
2. Background
3. Materials and Methods
- (1)
- A systematic literature review of the scientific production of software and video game localization methods in order to determine: (i) current trends and key issues addressed in software and video game localization; (ii) the main open challenges in video game localization; and (iii) the main studies in comparative linguistics and culture related to game localization. This step is detailed in Section 3.1.
- (2)
- A qualitative analysis based on a focus group involving academic and professional experts in software and game localization, in order to support the results obtained from the systematic literature review, as detailed in Section 3.2.
3.1. Systematic Literature Review
- (1)
- What are the main localization methods used in software and video game localization?
- (2)
- What are the main issues in software and video game localization?
- (3)
- What are the main open challenges in video game localization?
- (4)
- What are the main studies in comparative linguistics and culture related to video game localization?
- Methods used in software and video game localization;
- Main issues that can affect the software and video game localization process;
- Open challenges in video game localization;
- Main studies in comparative linguistics and culture related to video game localization.
3.2. Qualitative Analysis
- (1)
- Professional aspects: Education, skills, and competencies of software and video game translator/localizer to further explore the relationship between the translator/localizer and the programmer in software and video game development;
- (2)
- Linguistic and socio-semiotic aspects: Languages support, parallel corpora and cultural adaptations software and video game localization;
- (3)
- Technical aspects: main issues and open challenges of current localization techniques (Computer-Assisted Translation Tools, machine learning).
4. Results
4.1. Quantitative Analysis Results
4.1.1. Methods Used in Software and Video Game Localization
4.1.2. Main Issues in Software and Video Game Localization
4.1.3. Open Challenges in Video Game Localization
4.1.4. Reference Studies in Comparative Linguistics and Culture Related to Video Game Localization
4.2. Qualitative Analysis Results
5. Discussion of Key Findings
6. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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Criterion Description | Scores | |
---|---|---|
Exclusion criteria | (e1) Understandability -articles not written in English | 0: references are not written in English 1: references are written in English |
(e2) Availability -articles not accessible in full text | 0: references are not available 1: references are available | |
Inclusion criteria | (i1) Relevance -articles relevant to the review focus, i.e., describing software and videogame localization -articles relevant to answer our research questions, i.e., describing current methods, main issues and open challenges, and/or comparative linguistic and cultural aspects | 0: Off-topic study 1–2: study that does not meet the focus of the research or appears to be too generic 3: study that appears coherent with the main topics of the research and matches with one or more review questions’ general themes 4–5: study deeply related to the review questions’ specific themes, even proposing important and useful case studies |
Issues | Studies |
---|---|
Gap between internationalization and localization | [27] |
Localization costs and time constraints | [21,22] |
Lack of support for under-resourced languages | [23,24,25] |
Lack of information available for translators | [28] |
Fragmentation of nonlinear storytelling | [29,30] |
Challenges | Studies |
---|---|
Defining proper skills for translators | [11,28,33,34,35] |
Enhancing relationships between translators and programmers | [27,36,37,38] |
Keeping translators informed about the context of the game | [28] |
Improving internationalization software | [25,36,39] |
Improving CAT tools, machine learning translation and other localization techniques | [33,40,41,42,43,44,45,46,47] |
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Pirrone, M.; D’Ulizia, A. The Localization of Software and Video Games: Current State and Future Perspectives. Information 2024, 15, 648. https://doi.org/10.3390/info15100648
Pirrone M, D’Ulizia A. The Localization of Software and Video Games: Current State and Future Perspectives. Information. 2024; 15(10):648. https://doi.org/10.3390/info15100648
Chicago/Turabian StylePirrone, Marco, and Arianna D’Ulizia. 2024. "The Localization of Software and Video Games: Current State and Future Perspectives" Information 15, no. 10: 648. https://doi.org/10.3390/info15100648
APA StylePirrone, M., & D’Ulizia, A. (2024). The Localization of Software and Video Games: Current State and Future Perspectives. Information, 15(10), 648. https://doi.org/10.3390/info15100648