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Video game localization (
American English American English, sometimes called United States English or U.S. English, is the set of varieties of the English language native to the United States. English is the most widely spoken language in the United States and in most circumstances ...
), or video game localisation (
British English British English (BrE, en-GB, or BE) is, according to Oxford Dictionaries, "English as used in Great Britain, as distinct from that used elsewhere". More narrowly, it can refer specifically to the English language in England, or, more broadl ...
; see spelling differences), is the process of preparing a video game for a market outside of where it was originally published. The game's name, art assets, packaging, manuals, and cultural and legal differences are typically altered. Before localization, producers consider economic factors such as potential foreign profit.Bernal-Merino 2008 Most official localizations are done by the game's developers or a third-party translation company. Nevertheless, fan localizations are also popular. Localization is largely inconsistent between platforms, engines and companies due to its recency. Localizers intend to create an experience like the original game, with discretion to the localization audience. Localizations are considered to have failed if it is confusing or difficult to understand; this may break the player's immersion.Kohler 2005, p. 226


History

Since the beginning of video game history, video games have been localized. One of the first widely popular video games, ''
Pac-Man originally called ''Puck Man'' in Japan, is a 1980 maze action video game developed and released by Namco for arcades. In North America, the game was released by Midway Manufacturing as part of its licensing agreement with Namco America. Th ...
'' was localized from Japanese. The original transliteration of the Japanese title would be "Puck-Man," but the decision was made to change the name when the game was imported to the United States out of fear that the word 'Puck' would be vandalized into an obscenity. In addition, the names of the ghosts were originally based on colors - roughly translating to "Reddie," "Pinky," "Bluey," and "Slowly." Rather than translate these names exactly, they were renamed to Blinky, Pinky, Inky, and Clyde. This choice maintained the odd-man-out style of the original names without adhering to their exact meaning. This is an early example of a change in cultural context. Early localization had one main concern. Due to the small memory size of the NES and
SNES The Super Nintendo Entertainment System (SNES), commonly shortened to Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Eu ...
cartridges many translated text strings were too long.
Ted Woolsey Ted Woolsey is an American video game translator and producer. He had the primary role in the North American production and localization of Square's role-playing video games released for the Super NES between 1991 and 1996. He is best known for t ...
, translator of ''
Final Fantasy VI also known as ''Final Fantasy III'' from its initial North American release, is a 1994 role-playing video game developed and published by Square for the Super Nintendo Entertainment System. It is the sixth main entry in the ''Final Fantasy'' ...
'', recounts having to continually cut down the English text due to limited capacity. Early video game translation was not often a priority for companies, leading to budgets being low and localization time being cut short. Early translations were sometimes "literally done by a 'programmer with a phrase book'."O'Hagan and Mangiron, p. 327 For example, The original translation for the Sega Genesis game '' Beyond Oasis'' (original Japanese title, Story of Thor) was discarded as the editor considered it nonsensical and an entirely new story was rewritten without any input from the translator. Occasionally the poor translation of video games has made the game notable. An example of this is with the game Zero Wing whose Engrish text " All Your Base Are Belong to Us" became an early
Internet meme An Internet meme, commonly known simply as a meme ( ), is an idea, behavior, style, or image that is spread via the Internet, often through social media platforms. What is considered a meme may vary across different communities on the Internet ...
. As technology in the early 2000s improved, localization was made both easier and harder. These improvements made in technology allowed text to be stored in
ASCII ASCII ( ), abbreviated from American Standard Code for Information Interchange, is a character encoding standard for electronic communication. ASCII codes represent text in computers, telecommunications equipment, and other devices. Because ...
strings instead of in picture format. Audio processing capability also improved allowing
voice acting Voice acting is the art of performing voice-overs to present a character or provide information to an audience. Performers are called voice actors/actresses, voice artists, dubbing artists, voice talent, voice-over artists, or voice-over talen ...
to be included in video games. The addition of dubbing into video games made the localization process harder and localization producers had to chose if they wanted to record entirely new voice lines or keep the original voice over.Chandler and Deming 2012, p. 317 Graphical capability also improved making games more cinematic, so making sure the newly recorded voice lines matched the lip movements of the characters was important. Also, ensuring that visual gestures of animated characters made sense to a different audience was important. Modern video games are becoming increasingly complex in scope. As opposed to their older counterparts, video games can have a large amount of dialogue and voice over, making localization efforts significantly harder. Especially in AAA RPGs. The team in charge of localizing Fable II into five languages consisted of 270 actors and 130 personnel. Likewise, the dialogue scripts for Star Wars: The Old Republic contained over 200,000 lines. Director of audio and localization Shauna Perry reports that the game had as much audio as ten Knights of the Old Republic recorded back-to-back.


Styles of localization

There are many styles of localizing a video game. The first style is "No localization". This is when a game is released in an overseas territory with little to no effort to localize the game. The next style is "Box and documentation localization" This is when only the manuals and box are translated in the target language, but not the game itself. This style is mostly taken if the game is an arcade game or if the target country is expected to decently know the original language. The third style is "Partial localization" Where the games text is translated, but voice-over files are not re-recorded. This style is popular with many new JRPGS and Visual novels. The final style is "Full localization" This is when all assets of a game are translated and all voice-over is recorded in the target language. This option is usually undertaken by AAA game companies.O'Hagan and Mangiron, p. 117


Production models

Officially produced localization generally fit into one of two categories. "Post-gold" or "Sim-ship". Post-gold means that the game has been released and completed. This usually means there is a gap of time between the release of a localized version and original. The post-gold model allows the producers of a localization to access and play the fully completed game. Also, post-gold generally allows more time to work on and complete a thorough translation. Leading to fewer issues. This model is used commonly by Japanese AAA producers. But now, these companies are moving towards the sim-ship style.Chandler 2005, p. 46-47 The other main model is "Sim-ship". This is when a localization is produced before the original game has been released. This method is more viable as games are prone to be pirated at release so there is a profit incentive to releasing this way. Though being crucial to maintain a good release window and leave games less prone to piracy, Sim-ship has its drawbacks. When localizing with this model, a completed game is unlikely to be ready. This results in a few risks for the continuity of the game. Since a lot of the crucial context and information needed may be missing. Most western games follow this model.O'Hagan and Mangiron, p. 118 There are two means to go about making a localization that follow one of each of these models. Either outsourced or in house. Most game companies in North America and Europe rely on outsourcing as a means of localization. This model is also popular in emerging video game markets such as Chile, Russia, and China. When outsourced, a company that specializes in producing localization is hired to undertake the process. An issue that arises with an outsourced localization is that the company lacks knowledge of the game, opposed to in house developers. A localization that arises from the lack of knowledge about the game is commonly known as a "blind localization." If a localization is outsourced, the developers will usually provide the outsourced company with a localization kit. A localization kit may contain elements such as general information about the project (including deadlines, contact information, software details), resources about the game itself (a walk-through, plot or character descriptions, cheat codes), reference materials (glossaries of terms used in the game world or used for the specific hardware), software (such as computer-aided translation tools), code, and the assets to be translated.O'Hagan and Mangiron, p. 56 Opposed to outsourcing. Companies may choose to localize in-house. This practice is common for Japanese developers, most notably
Square Enix is a Japanese multinational holding company, production enterprise and entertainment conglomerate, best known for its ''Final Fantasy'', ''Dragon Quest'', ''Star Ocean'' and ''Kingdom Hearts'' role-playing video game franchises, among numerous ...
. When localized in house, the process is completely controlled by the original developers. Although it is common practice to hire freelance translators to work along side the development team. In house producers usually have greater access to the original game and to the original artists and authors. Whom can be consulted about changing art assets and story concerns. Since Japanese companies prefer the post-gold method, in-house translation is favored. In-house productions usually have lesser mistake and an overall smoother localization. The downside is that this causes a delay between the releases of the international and home version. Another means of localization is through the unauthorized effort of fans. Fans of video games without an international release may be willing to put unpaid effort into localizing a game if the game is not released internationally. The most notable example of this is the Mother 3 (2006) localization. Fans attempted a petition to Nintendo to localize the game into English, when this failed they undertook the process themselves. Leading to a release in 2008. Sometimes, fan interest and fan made localization is used as a metric of interest. An example is '' The Great Ace Attorney''. '' The Great Ace Attorney'' was only originally released in japan. So fans localized it into English and other languages upon release. This made it clear to
Capcom is a Japanese video game developer and publisher. It has created a number of multi-million-selling game franchises, with its most commercially successful being '' Resident Evil'', '' Monster Hunter'', '' Street Fighter'', ''Mega Man'', ''De ...
that there was significant enough interest in their game to warrant an international release with an official localization. When a game is released with a fan deemed "inferior translation", or the game has been "Blindly translated" can prompt fan action to correct or completely re-do the process of localization. A fan group called DLAN has undertaken the work of localizing many games, mods, cheats, guides, and more into
Castilian Spanish In English, Castilian Spanish can mean the variety of Peninsular Spanish spoken in northern and central Spain, the standard form of Spanish, or Spanish from Spain in general. In Spanish, the term (Castilian) can either refer to the Spanish lang ...
when the official versions were of poor quality, such as with The Elder Scrolls IV: Oblivion.Diaz Montón 2007


Tasks and challenges

The major types of localization are as follows: *
Linguistic Linguistics is the scientific study of human language. It is called a scientific study because it entails a comprehensive, systematic, objective, and precise analysis of all aspects of language, particularly its nature and structure. Linguis ...
and
cultural Culture () is an umbrella term which encompasses the social behavior, institutions, and norms found in human societies, as well as the knowledge, beliefs, arts, laws, customs, capabilities, and habits of the individuals in these groups.T ...
: the translation of language and cultural references maintaining the feel of the game but making it more appealing for the receiving locale. * Hardware and software: for example the change between PAL and
NTSC The first American standard for analog television broadcast was developed by National Television System Committee (NTSC)National Television System Committee (1951–1953), Report and Reports of Panel No. 11, 11-A, 12–19, with Some supplement ...
, re-mapping of hotkeys,
gameplay Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and pl ...
modifications. * Legal: age ratings may differ depending on the country of release. They are controlled by national or international bodies like PEGI (for Europe),
ESRB The Entertainment Software Rating Board (ESRB) is a self-regulatory organization that assigns age and content ratings to consumer video games in the United States and Canada. The ESRB was established in 1994 by the Entertainment Software Ass ...
(for US and Canada), ACB (for Australia), or CERO (for Japan). * Graphics and music: Some games may exhibit different
character Character or Characters may refer to: Arts, entertainment, and media Literature * ''Character'' (novel), a 1936 Dutch novel by Ferdinand Bordewijk * ''Characters'' (Theophrastus), a classical Greek set of character sketches attributed to The ...
s, or the same ones with a slightly different appearance in order to facilitate players identification with their
avatar Avatar (, ; ), is a concept within Hinduism that in Sanskrit literally means "descent". It signifies the material appearance or incarnation of a powerful deity, goddess or spirit on Earth. The relative verb to "alight, to make one's appear ...
. Music may also vary according to national trends or the preferences of major fan communities. When games are more story-driven than action-driven, culturalising them can be challenging because of all the premises the designers are taking for granted in the development of the plot. Asian gamers seem to prefer more childlike characters, while Western countries might emphasize adult features. An example of the changes that are likely to happen during localization is ''
Fatal Frame ''Fatal Frame'', titled in Japan and ''Project Zero'' in Europe and Australia, is a Japanese survival horror video game series created, published and developed by Koei Tecmo (originally Tecmo). Debuting in 2001 with the first entry in the serie ...
'' (known in Japan as ''Zero'' and known in Europe as ''Project Zero'') ( Tecmo 2001). In the original
Japan Japan ( ja, 日本, or , and formally , ''Nihonkoku'') is an island country in East Asia. It is situated in the northwest Pacific Ocean, and is bordered on the west by the Sea of Japan, while extending from the Sea of Okhotsk in the n ...
ese version the
protagonist A protagonist () is the main character of a story. The protagonist makes key decisions that affect the plot, primarily influencing the story and propelling it forward, and is often the character who faces the most significant obstacles. If a st ...
, Miku, was a frightened seventeen-year-old girl looking for her brother Mafuyu who disappeared after entering a
haunted mansion The Haunted Mansion is a dark ride attraction located at Disneyland, Magic Kingdom, and Tokyo Disneyland. The haunted house attraction features a ride-through tour in Omnimover vehicles called "Doom Buggies", and a walk-through show is displa ...
. In the US and
Europe Europe is a large peninsula conventionally considered a continent in its own right because of its great physical size and the weight of its history and traditions. Europe is also considered a Continent#Subcontinents, subcontinent of Eurasia ...
an versions Miku is nineteen, has Western features, and is not wearing the original
Japanese school uniform The Japanese school uniform is modeled in appearance similar to that of the European-style naval uniforms. It was first used in Japan in the late 19th century, replacing the traditional kimono. Today, school uniforms are common in many of the J ...
. Unfortunately, developers did not think necessary to change her brother's appearance, so when players do find Mafuyu at the end of the game they do not seem to be blood-related. While most games only need small changes to be localized for another region, there are also games that had to be thematically overhauled for a new region. For example, efforts to localize the Nintendo DS rhythm game '' Osu! Tatakae! Ouendan'' for the western world led to a completely new and thematically different game, '' Elite Beat Agents'', which reuses ''Ouendan''s gameplay but is re-themed to feature special agents helping people around the world instead of oendan cheering people in Japan, due to ''Ouendan''s innate reliance on Japanese culture making a plain localization of that game unviable. A similar thing happens with the depiction of blood, and real historical events; many things have to be readjusted to fit the country's
tolerance Tolerance or toleration is the state of tolerating, or putting up with, conditionally. Economics, business, and politics * Toleration Party, a historic political party active in Connecticut * Tolerant Systems, the former name of Veritas Software ...
and
taste The gustatory system or sense of taste is the sensory system that is partially responsible for the perception of taste (flavor). Taste is the perception produced or stimulated when a substance in the mouth reacts chemically with taste receptor ...
in order not to hurt sensibilities. This is probably one of the reasons why so many games take place in imaginary worlds. This customization effort draws on the knowledge of geopolitical strategists, like
Kate Edwards Kate Edwards (born 1965) is a geographer, writer, and content culturalization strategist, most active in information-based cartography and video game content. She was the executive director of the International Game Developers Association from ...
from Englobe. During the 2006
Game Developers Conference The Game Developers Conference (GDC) is an annual conference for video game developers. The event includes an expo, networking events, and awards shows like the Game Developers Choice Awards and Independent Games Festival, and a variety of tuto ...
in
California California is a state in the Western United States, located along the Pacific Coast. With nearly 39.2million residents across a total area of approximately , it is the most populous U.S. state and the 3rd largest by area. It is also the m ...
she explained the importance of being culturally aware when internationalizing games in a presentation called "Fun vs. Offensive: Balancing the 'Cultural Edge' of Content for Global Games" (Edwards 2006). Both developers and
publisher Publishing is the activity of making information, literature, music, software and other content available to the public for sale or for free. Traditionally, the term refers to the creation and distribution of printed works, such as books, newsp ...
s want to please their clients.
Gamer A gamer is a proactive hobbyist who plays interactive games, especially video games, tabletop role-playing games, and skill-based card games, and who plays for usually long periods of time. Some gamers are competitive, meaning they routin ...
s are not particularly interested in where the game comes from, or who created it any more than someone buying a new car or DVD player. A product for mass consumption only keeps the
brand A brand is a name, term, design, symbol or any other feature that distinguishes one seller's good or service from those of other sellers. Brands are used in business, marketing, and advertising for recognition and, importantly, to create an ...
ing features of the
trademark A trademark (also written trade mark or trade-mark) is a type of intellectual property consisting of a recognizable sign, design, or expression that identifies products or services from a particular source and distinguishes them from ot ...
; all the other characteristics might be subject to customization due to the need to appeal to the local market. Therefore, the translation will be in some cases an actual recreation, or, to put it in the words of Mangiron & O'Hagan (2006), a " transcreation", where translators will be expected to produce a text with the right "feel" for the target market. It is important for translators to be aware of the logic behind this. Video games are a
software Software is a set of computer programs and associated documentation and data. This is in contrast to hardware, from which the system is built and which actually performs the work. At the lowest programming level, executable code consist ...
product, and as such, they will have manuals and instructions, as well as interactive menus and help files. This will call for technical
translation Translation is the communication of the meaning of a source-language text by means of an equivalent target-language text. The English language draws a terminological distinction (which does not exist in every language) between ''transla ...
. On the other hand, we will also find narration and dialogue closer to literary texts or film scripts where a more creative translation would be expected. However, unlike most forms of translation, video games can adapt or even change the original script, as long as it is in the search of enhanced fun and playability of the target culture. We can only find a parallel of this type of practice in the translation of children's
literature Literature is any collection of Writing, written work, but it is also used more narrowly for writings specifically considered to be an art form, especially prose fiction, drama, and poetry. In recent centuries, the definition has expanded to ...
where professionals often adapt or alter the original text to improve children's understanding and enjoyment of the book. SCEE David Reeves, has stated that the main reason that Europe is often affected by significant content delays is because of language localization. He stated "the problem is that there isn't enough incentive for developers to work on multiple language translations during development. Hence, Europeans suffer delays and may never see a particular title". He also commented on why the UK and
Ireland Ireland ( ; ga, Éire ; Ulster-Scots: ) is an island in the North Atlantic Ocean, in north-western Europe. It is separated from Great Britain to its east by the North Channel, the Irish Sea, and St George's Channel. Ireland is the s ...
which are English speaking countries, also experience the same delays as those in continental Europe with many different languages despite little or no modification. He stated "With PlayStation Store we could probably go in the UK almost day and date. But then what are the Germans and the French going to say to me? That I'm Anglo-centric" indicating that the reason that these countries also must wait is to avoid criticism from other large European gaming countries such as
Germany Germany,, officially the Federal Republic of Germany, is a country in Central Europe. It is the second most populous country in Europe after Russia, and the most populous member state of the European Union. Germany is situated betwee ...
and
France France (), officially the French Republic ( ), is a country primarily located in Western Europe. It also comprises of Overseas France, overseas regions and territories in the Americas and the Atlantic Ocean, Atlantic, Pacific Ocean, Pac ...
.


Cultural changes

Often localization changes include adjusting a game to consider specific cultural sensitivities. These changes may be self-enforced by the developers themselves, or enacted by national or regional rating boards (
Video game content rating system A video game content rating system is a system used for the classification of video games based on suitability for target audiences. Most of these systems are associated with and/or sponsored by a government, and are sometimes part of the local ...
). However, games are still sometimes released with controversial or insensitive material, which can lead to controversy or recall of the product. Games localized for import into Germany often have significant changes made due to the Unterhaltungssoftware Selbstkontrolle's (USK) strict policies against blood and gore, profanity, and symbols associated with racial hatred, such as Nazi symbolism. For instance, the German version of ''
Team Fortress 2 ''Team Fortress 2'' is a 2007 multiplayer first-person shooter, first-person shooter game developed and published by Valve Corporation. It is the sequel to the 1996 ''Team Fortress'' Mod (video gaming), mod for ''Quake (video game), Quake'' and ...
'' (2007) has no blood or detached body parts as a result of this regulation, which can cause difficulty for players as it is hard to tell if an enemy has been hit or taken damage (218). As a result, mods known as "bloodpatches" have been created for this and many German games that allow the blood and gore of the original game to be unlocked. Despite a significant overhaul of the graphics, the German localization of the World War II game ''
Wolfenstein ''Wolfenstein'' is a series of World War II video games originally developed by Muse Software. The majority of the games follow William "B.J." Blazkowicz, an American Army captain and his fight against the Axis powers. Earlier titles are cente ...
'' (2009) contained a single visible swastika on an art asset. As a result,
Raven Software Raven Software Corporation is an American video game developer based in Wisconsin and founded in 1990. In 1997, Raven made an exclusive publishing deal with Activision and was subsequently acquired by them. After the acquisition, many of the stu ...
recalled the game.Good 2009 China also has strict censorship rules, and forbids content that endangers the "unity, sovereignty and territorial integrity of the state" or the "social moralities or fine national cultural traditions," amongst other qualifications.Zhang 2012 As a result, the Swedish PC game ''
Hearts of Iron ''Hearts of Iron'' is a grand strategy video game developed by Paradox Development Studio and published by Strategy First. Based on the Europa Engine, it was originally released in 2002 for Microsoft Windows. A Mac OS version was released by Vi ...
'' (2002), set during World War II, was banned because the historically accurate maps depicted Manchuria, West Xinjiang, and Tibet as independent states. Additionally, Taiwan was shown to be a territory of Japan, as was accurate for the time period. However, these inclusions were considered harmful to China's territorial integrity, so the game was forbidden from being legally imported. The localization of '' Football Manager'' (2005) was similarly banned because Tibet, Taiwan, Hong Kong, and China were all treated as separate teams, putting them on equal footing.


Linguistic assets

In video games there are a number of different types of texts that require translation. These can be Manuals, Subtitles and dubbing scripts. There is another type of script that poses an issue to developers of localization. This type of script is in a format common with software like web browsers or word processors. Utility programs like this have a commonality with each other because a user can input any text into it. This is refereed to as "Interactivity". The interactive element of this type of text makes it difficult for producers of localization because it has an aspect of randomness, For example a user may have to input a command or a message at a certain point. The random nature of this takes away linearity and contextual information that a game has. As a result of this, Translators do not have important sources in the translation process and loose both co-text and context in text. When the game is unfinished or an inadequate localization kit has been supplied the team must look elsewhere to draw from. There are many resources which they use to do this. Due to the differences between each of the ways a video game can be produced, there is no standard localization tool that producers use. In modern games it is able to do this in the game engine but older titles do not have this. There are multiple programs that can be used, most popular being
Catalyst Catalysis () is the process of increasing the rate of a chemical reaction by adding a substance known as a catalyst (). Catalysts are not consumed in the reaction and remain unchanged after it. If the reaction is rapid and the catalyst recyc ...
and Passolo. Which allow producers to work directly with the game code. Producers of localization's deal with a variety of different linguistic assets. Which include, the game itself, The official Website, promotional articles, game updates and patches.


Textual types and file formats

In a video game there are various types of text. Video games are also multimedia including a variety of different assets like video. Producers of localization's have to be knowledgeable in dealing with these. When dealing with cut-scenes or pre-rendered video, producers have to put effort into ensuring these stay relatively unchanged. The most important challenge is the lip-syncing of newly recorded dialogue, and fitting the subtitles into each part of a pre-recorded or pre-rendered scene. The types of text and files that are commonly found in video games are as follows.


Instruction Manual

An instruction manual is a document that outlines important details relating to the purchased video game. These can be instructions on how to use the game, a guide on how to complete the game and other information like corporate and legal texts.


Packaging Packaging is the science, art and technology of enclosing or protecting products for distribution, storage, sale, and use. Packaging also refers to the process of designing, evaluating, and producing packages. Packaging can be described as a c ...

Packaging can include the slip inserted into the DVD or CD case the video game comes in, or before optical disks were adopted in gaming, the box that a game came in. Packaging usually features the title of a game, its rating and logos of companies involved. It also features pictures and other points of information relating to a game. The manual is usually found within the packaging.


Readme file

A ReadMe file is a file usually included with digital video games. It contains information on how to install the game and run it.


Official website

An official website is a website created for the promotion and usually the sale of a video game. The information found on a website is similar to that of a manual. 


Dialogue Dialogue (sometimes spelled dialog in American and British English spelling differences, American English) is a written or spoken conversational exchange between two or more people, and a literature, literary and theatrical form that depicts suc ...
for dubbing

Dialogue for dubbing is the translated dialogue that is prepared for a voice actor to read out. 


Dialogue for subtitling

This is the translated dialogue that is applied to pre-rendered or pre-recorded video. Most subtitles are hard-coded in to ensure that the video and subtitles are in-sync.


User interface (UI)

A user interface is what the player of a video game interacts with. It can contain a variety of different assets that need to be translated. Producers need to ensure that the size of the assets is big enough for the text to fit in.


Controversy

During the 2010s there was significant debate surrounding the localisation of Japanese games, particularly for
Nintendo is a Japanese multinational video game company headquartered in Kyoto, Japan. It develops video games and video game consoles. Nintendo was founded in 1889 as by craftsman Fusajiro Yamauchi and originally produced handmade playing cards ...
platforms. Some fans consider resulting changes to plot and characterization as marring the original artistic vision, and some object to sexual content being removed or
bowdlerized Expurgation, also known as bowdlerization, is a form of censorship that involves purging anything deemed noxious or offensive from an artistic work or other type of writing or media. The term ''bowdlerization'' is a pejorative term for the practi ...
. Localization of Nintendo games is commonly handled by a Nintendo division called the Treehouse. In the face of Nintendo's unwillingness to communicate about localization, speculation and conspiracy theories circulated among enthusiasts, and several employees of the Treehouse were alleged to be responsible for unpopular changes. Allison Rapp, a Treehouse employee not directly involved in localization, garnered controversy due to her comments on Twitter. Attention on Rapp was heightened as part of the Gamergate controversy by the circulation of an undergraduate essay by Rapp which favored
cultural relativism Cultural relativism is the idea that a person's beliefs and practices should be understood based on that person's own culture. Proponents of cultural relativism also tend to argue that the norms and values of one culture should not be evaluated ...
regarding sexualization of minors in Japanese media. The essay argued against the sort of censorship that the Treehouse's critics decried. Some however interpreted the essay as defending the exploitation of children, and readers of The Daily Stormer organized a letter-writing campaign to have her fired. That initiative was controversial within the Gamergate movement, with some supporters considering it justifiable treatment of an ideological opponent, while others considered the campaign against Rapp to be unethical or not aligned with the movement's goals. Rapp was subsequently fired, though Nintendo issued a statement that the reason was that Rapp had held a second job against company policy. She maintains that her controversial online presence was the true cause.


See also

*
Fan translation of video games In video gaming, a fan translation is an unofficial translation of a video game Fan labor, made by fans. The fan translation practice grew with the rise of video game console Console emulation, emulation in the late 1990s. A community of peopl ...
* Undubbing *
Accessibility Accessibility is the design of products, devices, services, vehicles, or environments so as to be usable by people with disabilities. The concept of accessible design and practice of accessible development ensures both "direct access" (i. ...
*
Localization of Square Enix video games The Japanese video game developer and publisher Square Enix (formerly two companies called Square and Enix prior to 2003) has been translating its games for North America since the late 1980s, and the PAL region and Asia since the late 1990s. It ...


References


Bibliography


Bernal-Merino, M. 2006. "On the Translation of Video Games". The Journal of Specialised Translation, Issue 6: 22-36
* Bernal-Merino, M. 2007. "Training translators for the video game industry", in J. Diaz-Cintas (ed.), The Didactics of Audiovisual Translation. Amsterdam / Philadelphia: John Benjamins.
Bernal-Merino, M. 2007. "Localization and the Cultural Concept of Play". Game Career Guide


* ttp://www.develop-online.net/analysis/inside-the-game-localisation-round-table/0116198 Bernal-Merino, Miguel. (2008). "Inside the Game Localisation Round Table." Develop. Retrieved December 2nd, 2014.* Chandler, H. 2005. ''The Game Localization Handbook''. Massachusetts: Charles River Media *Chandler, Heather M and Stephanie O'Malley Deming. (2012). The Game Localization Handbook (2nd ed.). Sudbury, MA; Ontario and London: Jones & Bartlett Learning.
"Clan DLAN: Traducción de videojuegos, traducción y creación de mods, modding, revisiones, guías, rol y más. Todo en español." (2014). Retrieved December 2nd, 2014
* Dietz, F. 2006. Issues in localizing computer games. ''Perspectives on Localization'' edited by Keiran J. Dunne. Amsterdam and Philadelphia: John Benjamins, 121–134. *Dietz, Frank. (2007). "How Difficult Can That Be? The Work of Computer and Video Game Localization." Revista Tradumatica 5: "La localitzacio de videojocs." Accessed July 12, 2011.
Diaz Montón, Diana. (2007). "It's a Funny Game." The Linguist 46 (3). Accessed July 12, 2011. Retrieved December 2nd, 2014

Edwards, Kate. GDC 2006 presentation "Fun Vs. Offensive"
* Esselink, B. 2000. ''A Practical Guide to Localization''. Amsterdam and Philadelphia: John Benjamins.
Fahey, Mike. (2009). "Star Wars: The Old Republic Script More Than 40 Novels Long." Kotaku. Retrieved December 2nd, 2014Good, Owen. (2009). "Swastika Gets Wolfenstein Pulled from German Shelves." Kotaku. Retrieved December 2nd, 2014
* Heimburg, E, 2006. Localizing MMORPGs. ''Perspectives on Localization'' edited by Keiran J. Dunne. Amsterdam and Philadelphia: John Benjamins,135-154. *Kohler, Chris. (2005). Power-up: How Japanese Video Games Gave the World an Extra Life. Indianapolis: Brady Games.
Mangiron, C. & O'Hagan, M. 2006. "Game localization: unleashing imagination with 'restricted' translation". The Journal of Specialised Translation 6: 10-21
*O'Hagan, Minako and Mangiron, Carme. (2013). Game Localization: translating for the global digital entertainment industry. Amsterdam/Philadelphia: John Benjamins Publishing Company. * Sutton-Smith, B. 1997. ''The Ambiguity of Play''. Cambridge/London: Harvard University Press.
"The Mother 3 Fan Translation." Retrieved December 2nd, 2014


External links

* ttp://www.gamasutra.com/features/20050105/chandler_01.shtml Localization Production Pitfalls- excerpt from 'The Game Localization Handbook'
Game Localization and the Cultural Concept of Play

Best practices for game localization

You Spoony Bard!: An Analysis of Video Game Localization Practices


- Tips and ideas on how to improve the localization process for video games
Localisation for gaming industry: adapting culturally
- Games – Taking your game worldwide
Videogame Localization and Internationalization
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