With the emergence of video game localisation studies in the last decade, scholarly interest in translation studies in this young discipline has increased. Although globalisation has encouraged video game companies to offer their products in as many languages and markets as feasible, this academic discipline is still an under-researched area, especially in the Arab context. This article presents an overview to engender a better understanding of the nature of video games and their localisation in the Arab market. This market is distinct due to its culture, politics and language. In addition to the translational challenges related to the Arabic language, this study deals with the specificities of video game localisation from political, cultural and linguistic perspectives. This research offers a historical overview of the localisation of video games into Arabic since the inception of the practice, including an outline of the main localisation milestones in this field.
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Gameography
Arabian Lords. (Quirkat, 2006)
Assassin’s Creed (Ubisoft, 2007)
Assassin’s Creed Origins (Ubisoft, 2017)
Call of Duty 4: Modern Warfare (Activision, 2007)
Call of Duty: Modern Warfare 2 (Activision, 2009)
Dante Inferno (EA, 2010)
Detroit: Become Human (Sony Interactive Entertainment, 2018)
God of War. (Sony Interactive Entertainment, 2005–2018)
Injustice: Gods Among Us (Warner Bros. Interactive Entertainment, 2013).
Kakuto Chojin (Microsoft Games Studio, 2002)
Knack 2 (Sony Interactive Entertainment, 2017)
Little Big Planet (Sony Interactive Entertainment, 2008)
Omar, Abdulfattah, Waheed M. A. Altohami, Hamza Ethelb, Bahramuddin Hamidi & Mehdi Nasri
2022. Localization Quality Assessment for More Reliable E-Commerce Applications in Arabic. Education Research International 2022 ► pp. 1 ff.
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.
Any errors therein should be reported to them.