Academic literature on the topic 'Game localization'

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Journal articles on the topic "Game localization"

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Pedersen, Jan. "Game Localization." Perspectives 23, no. 1 (October 9, 2014): 157–58. http://dx.doi.org/10.1080/0907676x.2014.956473.

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Hsu, Hao. "Localization and culturalization for a history-based game." Journal of Internationalization and Localization 7, no. 1-2 (December 31, 2020): 28–48. http://dx.doi.org/10.1075/jial.20007.hsu.

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Abstract Released in 2017, the game Detention by the Taiwanese indie developer Red Candle Games gained great domestic success and made a name for itself among gamer communities worldwide. Providing an English-language localization upon its release, the 2D point-and-click horror game is set in the 1960s during Taiwan’s “White Terror” era. The story follows a ghost girl bound to the school she attended and unravels her tragic story. With such a specific temporal and spatial background, the game has a wide range of cultural references, potentially preventing non-Taiwanese players from being immersed in the game. This paper aims to examine industry practices within the theoretical framework of translation studies and understand, with the case of Detention, how culturalization operates at different levels. Through the lens of loss and gain, this paper also discusses how certain cultural connotations are lost in localization to retain the immersive game experience as an overall gain.
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Pettini, Silvia. "Auteurism and game localization — revisiting translational approaches." Culture & Society issue 4, no. 2 (December 31, 2015): 268–88. http://dx.doi.org/10.1075/ts.4.2.05pet.

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In the fertile ground between cinema and video games, Hideo Kojima’s Metal Gear Solid saga stands out for its auteur’s clear tendency to use film language and aesthetics and for his evident inspiration from pop culture and the American cinematic tradition. Moreover, the series is rich in quotations meant to pay tribute to cinema and communicate with movie-cultured players intertextually. With regard to the process of localization, auteurist references to film culture represent a constraint for translators rendering Kojima’s game into different languages for a Metal Gear Solid-educated audience. This paper presents a comparative analysis of some film quotations in their English into Italian and Spanish localizations of Kojima’s Metal Gear Solid series in order to demonstrate the importance of loyalty to the game experience as a whole within a translational-cultural approach to localization.
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Esqueda, Marileide Dias, and Érika Nogueira de Andrade Stupiello. "Teaching video game translation: first steps, systems and hands-on experience / Ensinando tradução de videogame: primeiros passos, sistemas e experiência prática." Texto Livre: Linguagem e Tecnologia 11, no. 1 (June 30, 2018): 103–20. http://dx.doi.org/10.17851/1983-3652.11.1.103-120.

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ABSTRACT: Despite the significant growth of the game localization industry in the past years, translation undergraduate curricula in Brazil still lacks formal training in game localization, often leaving novice translators no alternative but to search for the required skills informally in game translation communities. Designing a video game localization course in translation undergraduate programs in public universities is a complex task in today’s reality, particularly due to limited access to free and authentic materials. This paper describes a game localization teaching experience at the undergraduate level with special focus on how to handle the linguistic assets of the online race game SuperTuxKart, while trying to shed some light on potential translation requirements of entertainment software and its incorporation into translation programs.KEYWORDS: video game localization; video game translation; translator training; translation undergraduate program; SuperTuxKart. RESUMO: A despeito do significativo crescimento da indústria de localização de games nos últimos anos, os currículos dos cursos de graduação em tradução ainda carecem de formação específica na localização de games, geralmente não oferecendo ao tradutor em formação alternativas outras senão a de adquirir informalmente, ou em comunidades on-line de gamers, os conhecimentos sobre a tradução desse tipo de material. Planejar um curso de localização de games para cursos de graduação em tradução torna-se uma tarefa complexa na realidade atual, particularmente devido ao acesso limitado a materiais livres e autênticos. Diante do exposto, este trabalho descreve uma experiência de ensino de localização de games em nível de graduação, com especial atenção às formas de manipulação dos ativos linguísticos do jogo online de corrida SuperTuxKart, com vistas a demonstrar as possíveis demandas tradutórias relacionadas a softwares de entretenimento e sua inserção na sala de aula de formação de tradutores.PALAVRAS-CHAVE: localization de videogame; tradução de videogame; formação de tradutores; graduação em tradução; SuperTuxKart.
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Mandiberg, Stephen. "Fallacies of game localization." Journal of Internationalization and Localization 4, no. 2 (December 31, 2017): 162–82. http://dx.doi.org/10.1075/jial.00002.man.

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Abstract Using the Twitter hashtag #TorrentialDownpour, a vocal group of disgruntled, English-speaking gamers launched an attack in early 2016 protesting the localization changes made to the game Fire Emblem Fates. While dismissible as the latest “toxic technoculture” (Massanari 2015), the #TorrentialDownpour campaign’s claims are not unfounded; there are links between localization and censorship, in that both practices adapt texts moving between markets and cultures. This article draws from translation theory and observations of localization practice to problematize #TorrentialDownpour’s claims, and in the process address some of the most prevalent fallacies involving game localization: localization is not censorship; there is no better version; and one person is not ruining gamers’ fun.
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Jayemanne, Darshana. "Generations and Game Localization." Eludamos: Journal for Computer Game Culture 3, no. 2 (October 26, 2009): 135–47. http://dx.doi.org/10.7557/23.6002.

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Nawrocka, Ewa B. "Game localization pitfalls: Translation and multitextuality." Beyond Philology An International Journal of Linguistics, Literary Studies and English Language Teaching, no. 16/4 (December 11, 2019): 101–28. http://dx.doi.org/10.26881/bp.2019.4.04.

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From the translator’s perspective multitextuality is one of the major challenges of video games localization. The translator needs to cope with texts spanning from the most standard, such as error messages, to the most creative, for example poems. Although every game is unique, it is possible to observe some commonalities with respect to textual genres and text types in video games. Various text types play diverse functions, their content is outstandingly multifarious and they include both standard and creative style and terminology. All of this leads to an assertion that they call for different translation approaches: a standard approach, a creative approach or a mixed approach.
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O’Hagan, Minako. "Putting Pleasure First: Localizing Japanese Video Games." TTR 22, no. 1 (October 21, 2010): 147–65. http://dx.doi.org/10.7202/044785ar.

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Since their humble beginnings, video games have undergone huge technological advances, becoming a significant global industry today and highlighting the role played by translation and localization. Despite the continuing localization activities undertaken in the industry, translation studies (TS) have not paid much attention to video games as a research domain. Drawing on the author’s previous work on the Japanese Role Playing Game (RPG) Final Fantasy titles, this paper attempts to demonstrate the ample research scope that this domain presents for TS scholars. In particular, it discusses the unique localization model used by Final Fantasy’s Japanese publisher, illustrating how the games’ new digital platform allows the (re)creation of a new gameplaying pleasure directly through the localization process itself. In this model, the original game merely sets off a chain of improvements through localization. In turn, understanding the different pleasures drawn from different localized versions of games will contribute useful insights into emerging games research.
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Mahasneh, Anjad A., and Maysa’ Taher Abu Kishek. "Arabic Localization of Video Games “Tomb Raider™ (2013)”: A Start or A Failure." Lebende Sprachen 63, no. 1 (April 3, 2018): 47–62. http://dx.doi.org/10.1515/les-2018-0003.

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AbstractVideo games have been a new and attractive type of entertainment in the Arab world ever since the emergence of computers, and they are still of interest to young Arabs today. Video game localization movements have set out to translate, and sometimes adopt, video games into several languages and settings. Nevertheless, localization into Arabic is still very recent. In this paper, an analysis of translation activities of video game Tomb Raider™ (2013) is made in order to investigate the extent to which the translation of some selected linguistic assets in the aforementioned video game can be considered to incorporate what the notion of localization truly suggests. Moreover, this study attempts to define and evaluate the use of some deferent-perspective translation strategies as tools for assessing the scope of the translation and its target.
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Nawrocka, Ewa B. "Game localization pitfalls: Translating variables and gender." Beyond Philology An International Journal of Linguistics, Literary Studies and English Language Teaching, no. 16/4 (December 11, 2019): 129–55. http://dx.doi.org/10.26881/bp.2019.4.05.

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Variables and gender constitute game localization pitfalls due to the fact that games are interactive entertainment software and contain dynamically generated content. Variables pose a problem in languages (such as Polish) which use inflection (conjugation and declination). Gender is an issue as the player, the characters the player creates, and the characters the player encounters in the game world can be male or female. Gender neutrality is a requirement not only in all messages directed to the player but also in plot related texts such as dialogs and journals. The present article seeks to investigate the subject of variables and gender in order to determine some strategies for dealing with these pitfalls.
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Dissertations / Theses on the topic "Game localization"

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Dunkel-Duerr, Evamaria. "Otome Game localization : A case study of the character Toma from Amnesia." Thesis, Högskolan Dalarna, Institutionen för språk, litteratur och lärande, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-35913.

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Using the Otome game Amnesia and its localized version Amnesia: Memories as a case study, the phenomenon of Otome games was explored from a translation- and Japanese studies' perspective. This paper investigated how translation choices shape character personality, and, as such, Western views. Toma, the most popular character from the Amnesia franchise according to Japanese popularity rankings, was received differently by the Western audience. This study aimed at exploring how translation choices might be related to this difference in reception. As such, it posed the questions: In what respect could changes that occurred during the localization process have led to an alteration of Toma's personality? How could these changes explain the discrepancy between player reception in Japan and the West? Upon analyzing the scripts, a connection between the effect created by certain translation strategies and Western player reception became apparent. Effects identified included the erasure of entry points for "self-inserting" players, the creation of a distorted first impression and the infringement of the players' spaces in ways not present in the original. The connection between character personality and the creation of an "equivalent gameplay experience" was explored. It resulted in the confirmation of the hypothesis surrounding their overall inseparability in an Otome game context, with the exception of a minority of justifiable cases where personality alterations were conducted in favor of a culturally equivalent gameplay experience. The impact of pre-filled gaps in the text led to decreased opportunities for players to contribute to the creation of meaning, while the presence of mistranslations sparked feelings of confusion regarding the character's sanity. Taking the role of the translator, the player and the virtual love interest into consideration, this paper suggests an approach derived from acting as a tool for future character personality preservation in Otome game translation.
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Souza, Ricardo Vinicius Ferraz de. "Tradução e videogames: uma perspectiva histórico-descritiva sobre a localização de games no Brasil." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/8/8160/tde-03122015-131933/.

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Os videogames são hoje uma das formas de entretenimento mais populares em todo o mundo. Muito desse sucesso só foi possível graças à tradução, a qual, por meio de versões localizadas para os mais diversos idiomas, contribuiu decisivamente para que os videogames alcançassem um número cada vez maior de mercados e chegassem a milhões de lares ao redor do planeta. Esta dissertação, de caráter eminentemente historiográfico, tem por objetivo examinar a relação entre a tradução/localização e os videogames desde seu início até os dias de hoje. Além disso, pretende também, por meio da análise de alguns jogos, traçar um panorama acerca de como se dá esta relação sob o contexto brasileiro, abordando as características e especificidades que a localização de games tem apresentado no Brasil ao longo do tempo. A análise desses jogos está fundamentada sob duas perspectivas: a) uma perspectiva histórica, em que se buscará situar as épocas em que foram lançados às etapas de evolução dos videogames e sua relação com a tradução/localização em cada momento; e b) uma perspectiva descritiva, em que se realizará uma análise dos aspectos acerca da tradução/localização observados nesses jogos, fundamentada sob as bases teóricas utilizadas nesta dissertação: o conceito de domesticação/estrangeirização (Venuti, 1995), a teoria funcionalista do Skopos (Vermeer, 1986) e o conceito de Gameplay Experience (Souza, R.V.F., 2014).
Video games are today one of the most important forms of entertainment worldwide. Much of this success was only made possible due to translation, which, through localized versions into various languages, contributed decisively for video games to achieve a growing number of markets and reach millions of homes across the globe. This dissertation, of an eminently historiographical nature, aims to examine the relation between translation/localization and video games from their beginning until the present day. Furthermore, it also intends, through the analyses of a number of games, to provide an overview on how this relation works under the Brazilian context, addressing the characteristics and specificities that video game localization has been showing over time. The analysis of such games is founded upon two perspectives:a) a historical perspective, which will seek to situate the times when they were released to the stages of evolution of video games and their relation with translation/localization in each moment; and b) a descriptive perspective, which will undertake an analysis of translation/localization aspects observed in such games, founded upon the theorical basis utilized in this dissertation: the concept of domestication/foreignization (Venuti, 1995), the functionalist Skopos theory (Vermeer, 1986) and the concept of Gameplay Experience (Souza, R. V. F., 2014).
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Bankler, Jon Victor. "The Cultural Adaptation of Playful Learning : Aspects to consider when culturalizing a children’s educational game for the Chinese market." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17683.

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This study explores suitable applications of culturalization in the case of educational games for children, specifically in relation to the Chinese market. Culturalization, in the context of video games, are design choices and adjustments applied to a product in order to cater to the needs of different cultural environments. The characteristics of both this genre, and this target locale, determines to which aspects of the product culturalization should be applied. Using three commercial educational games as a basis for discussion, the research was conducted through a series of expert interviews with pedagogues, localizers and game researchers in China. By analyzing the data gathered through these interviews, a series of aspects to consider for culturalization was defined. These were: usage of cultural references; the branding of the product; educational utility in relation to the local school curriculum; choice of gamification design.
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Gunaratne, Anuranga Sajith. "A COMPARATIVE ANALYSIS OF LOW COST LOCALIZATION METHODS FOR A MARIO KART GAME APPLICATION." DigitalCommons@CalPoly, 2012. https://digitalcommons.calpoly.edu/theses/841.

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In vehicle navigation systems, it is important to have accurate estimates of vehicle positioning. The process of determining positioning is called localization. There are two methods for localization, absolute positioning and relative positioning [1]. An absolute positioning system, such as Global Positioning System (GPS), determines the localization by using external distance and heading measures. Relative localization determines the position of an object based on its previously known location and through sensors that determine speed and heading. Examples of relative positioning sensors include wheel encoders, inertial sensors and accelerometers. The objective of this thesis is to analyze different methods to perform localization and navigation on low speed, low cost go-karts for Augmented Reality Mario Kart game application. Several different low cost localization methods (both absolute and relative positioning methods) were tested and compared in order to improve positioning information of the go-karts. It was found that the popular solution for localization, absolution positioning using GPS, alone provided insufficient accuracy needed for this game system. Dead-Reckoning (DR), a relative positioning technique, also suffered from inaccuracies due to accumulation of measurement error when used by itself. The optimum low cost solution was achieved by using GPS and DR in conjunction with beacons to deliver the best accuracy. The improvement of this solution with four beacons over the standalone GPS solution was 3.620 meters in Root Mean Square Error (RMSE), the error criterion used in this project.
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Wagner, Michael. "The Dark Souls of Internationalization : Video Game Developers Enter the Chinese Market." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96031.

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This thesis analyzes how the institutional environment of the Chinese market affects market entry by foreign PC video game developers. The thesis utilizes a qualitative, multiple case study of five independent PC video game developers from around the world. The results of the thesis finds that despite China’s strict rules regarding video game publishing by foreign developers, culture and language are stronger influences on market entry strategies than Chinese regulations for the PC platform. This is due to the prevalent use of Steam, not only by foreign developers, but also their Chinese partners who publish the game to bypass the approval process mandated by the State Administration of Press and Publication (SAPP). The study also finds that, despite being in a leveraged market position due to regulations, Chinese publishers provide host of services for the developer partners for a revenue share deemed within industry standards. Additionally, localization strategies are discussed by each of the cases and this thesis finds that, while a basic translation can have success in the Chinese market, utilizing native Chinese speakers has a significant impact on a game's success, regardless of the professional level of the translation. Finally, despite the notoriety of piracy in China, developers expressed indifference to the practice, however, several methods have been identified to help mitigate the activity.
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Qian, Wuqian. "The dissemination and localization of anime in China : Case study on the Chinese mobile video game Onmyoji." Thesis, Stockholms universitet, Institutionen för Asien-, Mellanöstern- och Turkietstudier, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-158768.

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Widman, Ludvig. "Binaural versus Stereo Audio in Navigation in a 3D Game: Differences in Perception and Localization of Sound." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85512.

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Recent advancements in audio technology for computer games has made possible for implementations with binaural audio. Compared to regular stereo sound, binaural audio offers possibilities for a player to experience spatial sound, including sounds along the vertical plane, using their own headphones. A computer game prototype called “Crystal Gatherer” was created for this study to explore the possibilities of binaural audio imple- mentation regarding localization and perception of objects that make sound in a 3D game. The game featured two similar game levels, with the difference that one used binaural sound, and the other stereo sound. The levels consisted of a dark space that the player could navigate freely with the objective to find objects that make sound, called “crystals”, as fast as they could. An experiment was conducted with 14 test sub- jects that played the game, qualitative and quantitative data was collected, including the time the players took to complete the game levels, respectively, and answers about how they experienced the levels. A majority of test subjects reported that they per- ceived a difference between the levels. No significant difference was found between the levels in terms of efficacy of finding the objects that made sound. Some test subjects stated that they found localization was better in the binaural level of the game, others found the stereo level to be better in this respect. The study shows that there can exist possibilities for binaural audio to change the perception of audio in computer games.
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Kljajic, Haris, and Oskar Karlsson. "Applying automated testing in an existing client-server game : A pursuit for fault localization in Quake 3." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-50740.

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This paper addresses the question formulation “Is it possible to implement automated testing in an existing client-server game in order to pinpoint faults and achieve credibility to tests?” The gaming industry’s goal, in most cases, is to release games that appeal to both their financial goals and the enjoyment factor of the players. In order to fulfill these goals, the game will need to function properly and the process to assure this is testing the game to find possible faults. This process is time and cost consuming in an exponential rate in accordance to game extensiveness, which makes this problem a very important decision in the process of development. The problem is most commonly tackled by using massive manual testing session, called alpha or beta sessions. In these session the game is at an early stage of development and gets released to a set player base to test and report issues encountered. We believe that the process of testing games could be more effective by utilizing automated testing. This thesis will investigate the possibilities to our claim. The result is a visual representation of the tests we managed to apply, while focusing on the client-server connectivity of Quake 3 and a graph of measurements for our improvised fault localization. This paper describes a solution in form of automated tests within a existing client-server game and a start to what could be early stages of a pattern obtained throughout this project.
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Pambianchi, Federica. "Quando Wonder Woman diventa un bottone Adattamento e transcreation nel videogioco Simulacra." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20344/.

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In questo progetto verranno illustrate e analizzate le scelte traduttive e le strategie impiegate nella traduzione di stringhe particolarmente complesse o “intraducibili” nel videogioco Simulacra. La definizione di videogioco proposta nel primo capitolo, mostrerà come il videogioco non sia solamente un prodotto ma una vera e propria esperienza. Si analizzerà il concetto di gameplay sia dal punto di vista del game design che da quello dei giocatori, sottolineando l’importanza dei concetti di immersività, presenza e flusso. Verrà proposta una panoramica generale sul settore della localizzazione di videogiochi, sul ruolo del localizzatore e sui materiali localizzabili. Nel secondo capitolo verrà presentato il videogioco Simulacra, evidenziandone le caratteristiche che lo rendono altamente immersivo. Queste, unitamente a un breve sondaggio informale, dimostreranno la necessità di una traduzione italiana per il mantenimento dell’esperienza immersiva. Inoltre, verranno illustrati i software e i CAT tools usati per la traduzione. L’analisi di quest’ultima evidenzierà due problemi principali: il mantenimento dell’ambiguità di genere di alcune stringhe anche nella traduzione italiana, in modo che il giocatore possa identificarsi indipendentemente dal genere o dall'orientamento sessuale, e l’apparente intraducibilità di giochi di parole, battute e allusioni contenute in alcune stringhe, per cui si è rivelato utile ricorrere alle tecniche di adattamento e transcreation. Prima di analizzare e commentare ogni scelta fatta in questo senso, verrà proposta una definizione di transcreation e una panoramica del dibattito riguardante questo termine.
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Feng, Jihan. "From role play to behavior: How cultural background influences Western and Eastern MMOG players in world of warcraft." Thesis, Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/52249.

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Researchers have been studying virtual world culture for decades. However, little attention has been devoted to the intersection of virtual world culture and real world culture. Even less attention has been given to the study of comparing players' different virtual world game behaviors that have been influenced by their own real world cultural background. In this paper, I specifically focus on identifying the differences among American, Chinese, and Taiwanese cultures and the unique aspects of players with distinct cultural backgrounds that alter the atmosphere of the game. This is a mixed-method モtrans ludicヤ? study across three game servers that included participant observation, interviews, and surveys. The result of this study show that real world culture influences virtual world culture. Players in different countries bring real life experiences to the game and form their own emergent sub-cultures and sub-rules under the larger structure of the designated game rules and social conventions. When players immigrate from their original server to other countries' servers, initially they tend to find people from the same country to play with and follow their old social conventions, which are the sub-rules they create in their old servers, rather than play with the local players and adapt to new customs. However, over time, players develop hybrid cultures that adopt features from both the old cultures. This study also demonstrates that emergent behaviors are likely to occur when players face problems or difficult challenges.
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Books on the topic "Game localization"

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Mejías-Climent, Laura. Enhancing Video Game Localization Through Dubbing. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88292-1.

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Schleiner, Anne-Marie. Transnational Play. NL Amsterdam: Amsterdam University Press, 2020. http://dx.doi.org/10.5117/9789463728904.

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Transnational Play approaches gameplay as a set of practices and a global industry that includes diverse participation from players and developers located within the global South, in nations outside of the First World. Players experience play in game cafes, through casual games for regional and global causes like environmentalism, through piracy and cheats, via cultural localization, on their mobile phones, and through urban playful art in Latin America. This book offers a reorientation of perspective on the global developers who make games, as well as the players who consume games, while still acknowledging geographically distributed socioeconomic, racial, gender, and other inequities. Over the course of the inquiry, which includes a chapter dedicated to the cartography of the mobile augmented reality game Pokémon Go, the author develops a theoretical line of argument critically informed by gender studies and intersectionality, postcolonialism, geopolitics, and game studies, problematizing play as a diverse and contested transnational domain.
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Playing smarter in a digital world: The LearningWorks for kids model for using popular video games and apps to teach executive functions. Plantation, Florida: Specialty Press/A.D.D. Warehouse, 2014.

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Chandler, Heather Maxwell, and Stephanie O'Malley Deming. Game Localization Handbook. Jones & Bartlett Learning, LLC, 2011.

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Chandler, Heather Maxwell, and Stephanie O'Malley Deming. The Game Localization Handbook. Jones & Bartlett Learning, 2011.

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Chandler, Heather M. The Game Localization Handbook (Game Development Series). Charles River Media, 2004.

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Game localization : translating for the global digital entertainment industry. John Benjamins Publishing Company, 2013.

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An Odd Kind of Fame: Stories of Phineas Gage. The MIT Press, 2000.

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Macmillan, Malcolm. An Odd Kind of Fame: Stories of Phineas Gage. The MIT Press, 2002.

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Book chapters on the topic "Game localization"

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Zhang, Xiaochun. "Video game localization." In The Routledge Handbook of Translation and Media, 369–83. London: Routledge, 2021. http://dx.doi.org/10.4324/9781003221678-27.

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Altice, Nathan. "Technology and game localization." In The Routledge Handbook of Translation and Technology, 220–38. Abingdon, Oxon ; New York, NY : Routledge, 2020. |: Routledge, 2019. http://dx.doi.org/10.4324/9781315311258-13.

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Pettini, Silvia. "Gender in Game Localization." In Linguistic and Cultural Representation in Audiovisual Translation, 101–17. New York : Routledge, [2018] | Series: Routledge Advances in translation and interpreting studies, 32: Routledge, 2018. http://dx.doi.org/10.4324/9781315268552-7.

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Pettini, Silvia. "Game Localization and Translation." In The Translation of Realia and Irrealia in Game Localization, 10–58. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003001935-2.

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Mejías-Climent, Laura. "Game Localization: Stages and Particularities." In Enhancing Video Game Localization Through Dubbing, 79–116. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88292-1_3.

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Zhou, Ping. "Managing the challenges of game localization." In American Translators Association Scholarly Monograph Series, 349–78. Amsterdam: John Benjamins Publishing Company, 2011. http://dx.doi.org/10.1075/ata.xvi.18zho.

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O'Hagan, Minako, and Heather Chandler. "Game localization research and translation studies." In Benjamins Translation Library, 309–30. Amsterdam: John Benjamins Publishing Company, 2016. http://dx.doi.org/10.1075/btl.126.15oha.

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Mejías-Climent, Laura. "Dubbing in Video Games." In Enhancing Video Game Localization Through Dubbing, 117–61. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88292-1_4.

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Mejías-Climent, Laura. "The History of Localization and Dubbing in Video Games." In Enhancing Video Game Localization Through Dubbing, 43–77. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88292-1_2.

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Mejías-Climent, Laura. "Dubbing Analysis Through Game Situations: Four Case Studies." In Enhancing Video Game Localization Through Dubbing, 163–221. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88292-1_5.

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Conference papers on the topic "Game localization"

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Seljan, Sanja, and Josip Katalinić. "Integrating localization into a video game." In INFuture2017: Integrating ICT in Society. Department of Information and Communication Sciences, Faculty of Humanities and Social Sciences, University of Zagreb, Croatia, 2017. http://dx.doi.org/10.17234/infuture.2017.6.

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Waters, Deric W., Mohamed F. Mansour, and Ariton E. Xhafa. "Analysis of the indoor localization game." In GLOBECOM 2012 - 2012 IEEE Global Communications Conference. IEEE, 2012. http://dx.doi.org/10.1109/glocom.2012.6503802.

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Zuo, Shaojun, Lin Gao, Hongguang Xu, and Tingting Zhang. "Power allocation game for wireless network localization." In 2016 IEEE International Conference on Ubiquitous Wireless Broadband (ICUWB). IEEE, 2016. http://dx.doi.org/10.1109/icuwb.2016.7790434.

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Han-wu, He, Duan Xian-yin, and Wu Yue-ming. "Marker localization for educational game in virtual environment." In 2010 International Conference on Audio, Language and Image Processing (ICALIP). IEEE, 2010. http://dx.doi.org/10.1109/icalip.2010.5685198.

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Jha, Susmit, Stavros Tripakis, Sanjit A. Seshia, and Krishnendu Chatterjee. "Game theoretic secure localization in wireless sensor networks." In 2014 International Conference on the Internet of Things (IOT). IEEE, 2014. http://dx.doi.org/10.1109/iot.2014.7030120.

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Chen, Junting, Wenhan Dai, Yuan Shen, Vincent K. N. Lau, and Moe Z. Win. "Power management game for cooperative localization in asynchronous networks." In 2015 IEEE International Conference on Signal Processing for Communications (ICC). IEEE, 2015. http://dx.doi.org/10.1109/icc.2015.7248537.

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Schepper, Tom De, Bart Braem, and Steven Latre. "A virtual reality-based multiplayer game using fine-grained localization." In 2015 Global Information Infrastructure and Networking Symposium (GIIS). IEEE, 2015. http://dx.doi.org/10.1109/giis.2015.7347176.

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Takenaka, Tomoya, Hiroshi Mineno, and Tadanori Mizuno. "Evaluation of wireless multi-hop localization game for entertainment computing." In 2008 IEEE 19th International Symposium on Personal, Indoor and Mobile Radio Communications (PIMRC). IEEE, 2008. http://dx.doi.org/10.1109/pimrc.2008.4699734.

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Ke, Mingxing, Yan Wang, Min Li, Fengyue Gao, and Zhouquan Du. "Distributed power allocation for cooperative localization: A potential game approach." In 2017 3rd IEEE International Conference on Computer and Communications (ICCC). IEEE, 2017. http://dx.doi.org/10.1109/compcomm.2017.8322618.

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Xu, Xiaofeng, and Yongji Ren. "Information game model for secure localization in wireless sensor networks." In 2016 IEEE International Conference on Electronic Information and Communication Technology (ICEICT). IEEE, 2016. http://dx.doi.org/10.1109/iceict.2016.7879682.

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Reports on the topic "Game localization"

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Sharon, Amir, and Maor Bar-Peled. Identification of new glycan metabolic pathways in the fungal pathogen Botrytis cinerea and their role in fungus-plant interactions. United States Department of Agriculture, 2012. http://dx.doi.org/10.32747/2012.7597916.bard.

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Abstract:
The involvement of glycans in microbial adherence, recognition and signaling is often a critical determinant of pathogenesis. Although the major glycan components of fungal cell walls have been identified there is limited information available on its ‘minor sugar components’ and how these change during different stages of fungal development. Our aim was to define the role of Rhacontaining-glycans in the gray mold disease caused by the necrotrophic fungus B. cinerea. The research was built on the discovery of two genes, Bcdhand bcer, that are involved in formation of UDP-KDG and UDP-Rha, two UDP- sugars that may serve as donors for the synthesis of cell surface glycans. Objectives of the proposed research included: 1) To determine the function of B. cinereaBcDh and BcEr in glycan biosynthesis and in pathogenesis, 2) To determine the expression pattern of BcDH and BcERand cellular localization of their encoded proteins, 3) Characterize the structure and distribution of Rha- containing glycans, 4) Characterization of the UDP-sugar enzymes and potential of GTs involved in glycanrhamnosylation. To address these objectives we generated a series of B. cinereamutants with modifications in the bchdhand bcergenes and the phenotype and sugar metabolism in the resulting strains were characterized. Analysis of sugar metabolites showed that changes in the genes caused changes in primary and secondary sugars, including abolishment of rhamnose, however abolishment of rhamnose synthesis did not cause changes in the fungal phenotype. In contrast, we found that deletion of the second gene, bcer, leads to accumulation of the intermediate sugar – UDP- KDG, and that such mutants suffer from a range of defects including reduced virulence. Further analyses confirmed that UDP-KDG is toxic to the fungus. Studies on mode of action suggested that UDP-KDG might affect integrity of the fungal cell wall, possibly by inhibiting UDP-sugars metabolic enzymes. Our results confirm that bcdhand bcerrepresent a single pathway of rhamnose synthesis in B. cinerea, that rhamnose does not affect in vitro development or virulence of the fungus. We also concluded that UDP-KDG is toxic to B. cinereaand hence UDP-KDG or compounds that inhibit Er enzymes and lead to accumulation of UDP-KDG might have antifungal activity. This toxicity is likely the case with other fungi, this became apparent in a collaborative work with Prof. Bart Thomma of Wageningen University, NETHERLANDS . We have shown the deletion of ER mutant in Verticillium dahlia gave plants resistance to the fungal infection.
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