References (39)
References
Al-Batineh, Mohammed, and Razan Alawneh. 2021. “Current Trends in Localizing Video Games into Arabic: Localization Levels and Gamers’ Preferences.” Perspectives 30 (2): 323–342. DOI logoGoogle Scholar
Bernal-Merino, Miguel Á. 2015. Translation and Localisation in Video Games: Making Entertainment Software Global. New York: Routledge.Google Scholar
Bos, Daniel. 2021. “Playful Encounters: Games for Geopolitical Change.” Geopolitics: 1–25.Google Scholar
Braun, Virginia, and Victoria Clarke. 2012. “Thematic Analysis”. In APA Handbook of Research Methods in Psychology, Vol. 2. Research Designs: Quantitative, Qualitative, Neuropsychological, and Biological, edited by Harris Cooper, Paul M. Camic, Debra. L. Long, A. T. Panter, David Rindskopf, & Kenneth J. Sher, 57–71. Washington, DC: American Psychological Association. DOI logoGoogle Scholar
CESA 2022. CESA [Computer Entertainment Supplier’s Association] Games White Paper. Tokyo: CESAGoogle Scholar
Drachen, Anders, Pejman Mirza-Babaei, and Lennart E. Nacke. 2018. “Introduction to Games User Research” In Games User Research, edited by Anders Drachen, Pejman Mirza-Babaei, and Lennart E. Nacke, 1–11. Oxford: Oxford University Press.Google Scholar
Díaz Cintas, Jorge, and Aline Remael. 2021. Subtitling: Concepts and Practices. New York: Routledge.Google Scholar
Edwards, Kate. 2012. “Culturalization of Game Content.” In The Game Localization Handbook, edited by Heather M. Chandler and Stephanie O’Malley Deming, 19–34. Sudbury, MA: Jones & Bartlett Learning.Google Scholar
. 2014. “Beyond localization: An Overview of Game Culturalization.” In Fun for All: Translation and Accessibility Practices in Video Games, edited by Carmen Mangiron, Minako O’Hagan and Pilar Orero, 287–303. Bern: Peter Lang.Google Scholar
Elad, Barry. 2024. “Statistics By Users, Most Played Games, Market Share and Demographics” Accessed June 3, 2024. [URL]
Ellefsen, Ugo, and Miguel Á Bernal-Merino. 2018. “Harnessing the Roar of the Crowd: A Quantitative Study of Language Preferences in Video Games of French Players of the Northern Hemisphere.” The Journal of Internationalization and Localization 5 (1): 21–48. DOI logoGoogle Scholar
Esselink, Bert. 2000. A Practical Guide to Localization. Vol. 41. Amsterdam/Philadelphia: John Benjamins. DOI logoGoogle Scholar
Guzsvinecz, Tibor. 2023. “The Correlation between Positive Reviews, Playtime, Design and Game Mechanics in Souls-like Role-playing Video Games.” Multimedia Tools and Applications 821:4641–4670. DOI logoGoogle Scholar
Glaser, Barney, and Anselm Strauss. 2009. The Discovery of Grounded Theory: Strategies for Qualitative Research. Piscataway, NJ: Transaction Publishers.Google Scholar
Gordon, Nicholas. 2021. “Global PC Game Superstore Steam has Basically Gone Dark in China, and No One Knows Why.” Fortune, December 29.Google Scholar
Hsu, Hao. 2020. “Localization and Culturalization for a History-based Game: The Case of Detention.” The Journal of Internationalization and Localization 7 (1–2): 28–48. DOI logoGoogle Scholar
Kohlburn, Joseph, Hyerim Cho, and Hollis Moore. 2023. “Players’ Perceptions of Sexuality and Gender-inclusive Video Games a Pragmatic Content Analysis of Steam Reviews.” Convergence 29 (2): 379–399. DOI logoGoogle Scholar
Kotze, Haidee, Berit Janssen, Corina Koolen, Luka van der Plas, and Gys-Walt van Egdom. 2021. “Norms, Affect And Evaluation in the Reception of Literary Translations in Multilingual Online Reading Communities: Deriving Cognitive-Evaluative Templates from Big Data.” Translation, Cognition & Behavior 4 (2): 147–186. DOI logoGoogle Scholar
Leppihalme, Ritva. 1997. Culture Bumps: An Empirical Approach to the Translation of Allusions. Clevedon U.K., Philadelphia: Multilingual Matters. DOI logoGoogle Scholar
Liu, Tiff. 2017. “Detention Postmortem: Localizing a Taiwanese Game for Western Audiences.” Accessed May 30, 2023. [URL]
Livingston, Ian. 2018. “Post-launch in games user research.” In Games User Research, edited by Anders Drachen, Pejman Mirza-Babaei and Lennart E. Nacke, 45–60. Oxford: Oxford University Press. DOI logoGoogle Scholar
Mangiron, Carmen. 2016. “Reception of Game Subtitles: An Empirical Study.” The Translator 22 (1): 72–93. DOI logoGoogle Scholar
. 2018. “Reception Studies in Game Localisation.” In Reception Studies and Audiovisual Translation. Amsterdam/Philadelphia: John Benjamins Publishing. DOI logoGoogle Scholar
O’Hagan, Minako. 2009. “Towards a Cross-cultural Game Design: An Explorative Study in Understanding the Player Experience of a Localised Japanese Video Game.” The Journal of Specialised Translation 11 (1): 211–233.Google Scholar
. 2016. “Game Localisation as Emotion Engineering: Methodological Exploration.” In Conflict and Communication: A Changing Asia in a Globalising World, edited by Minako O’Hagan and Qi Zhang. New York: NOVA Science.Google Scholar
O’Hagan, Minako, and Marian Flanagan. 2018. “Gamer Emotions in Laughter: Towards Affect-oriented Game Localisation.” Translation, Cognition & Behavior 1 (2): 299–318. DOI logoGoogle Scholar
O’Hagan, Minako, and Carmen Mangiron. 2013. Game Localization: Translating for the Global Digital Entertainment Industry. Amsterdam: John Benjamins. DOI logoGoogle Scholar
Saldanha, Gabriela, and Sharon O’Brien. 2014. Research Methodologies in Translation Studies. New York: Routledge. DOI logoGoogle Scholar
Toftedahl, Marcus. 2022. “Being Local in a Global Industry: Game Localization from an Indie Game Development Perspective.” Doctoral dissertation, University of Skövde.
Tong, Xinge. 2021. “Positioning Game Review as a Crucial Element of Game User Feedback in the Ongoing Development of Independent Video Games.” Computers in Human Behavior Reports 3 (100077): 1–15. DOI logoGoogle Scholar
Valve. 2024a. “Steamworks.” Accessed June 6, 2024. [URL]
. 2024b. “User Reviews (Steamworks Documentation).” Accessed June 6, 2024. [URL]
Wiemeyer, Josef, Lennart Nacke, Christiane Moser, and Florian ‘Floyd’ Mueller. 2016. “Player Experience.” Serious Games: Foundations, Concepts and Practice: 243–271. DOI logoGoogle Scholar
Zhang, Xiaochun. 2015. “Main Actors and the Network of Digital Game Localisation in China.” Doctoral dissertation, Universität Wien.
. 2022. “Video Game Localization: Translating Interactive Entertainment.” In The Routledge Handbook of Translation and Media, edited by Esperança Bielsa, 369–383. New York: Routledge.Google Scholar
Zheng, Jianwei, and Wenjun Fan. 2022. “Hong Lou Meng in the English World: Reception of a Translated Chinese Classic in Digital Media.” The Translator: 1–15.Google Scholar
Zoraqi, Amir Arsalan, and Mohsen Kafi. 2023. “The (In)visible Agency of Video Games Localizers: A Case Study.” Media and Intercultural Communication: A Multidisciplinary Journal 1 (1): 29–47.Google Scholar
Gameography
Hello Games. 2016. No Man’s Sky. Hello Games. PlayStation, Microsoft Windows.Google Scholar
Red Candle Games. 2017. Detention. Red Candle Games, AGM PLAYISM. Microsoft Windows, MacOS, Linux.Google Scholar