Dissertations / Theses on the topic 'Game localization in Brazil'
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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/.
Full textVideo 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).
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.
Full textGunaratne, 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.
Full textWagner, 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.
Full textQian, 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.
Full textWidman, 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.
Full textKljajic, 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.
Full textGiacomini, Marco. "Startare un game o iniziare una partita? La locale IT:Gaming in Apex Legends: una proposta di localizzazione “sovversiva” con l’introduzione dell’ipotesi di “economia pratico-linguistica”." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20463/.
Full textPambianchi, 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/.
Full textFeng, 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.
Full textAbdelghaffar, Hossam Mohamed Abdelwahed. "Developing and Testing a Novel De-centralized Cycle-free Game Theoretic Traffic Signal Controller: A Traffic Efficiency and Environmental Perspective." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/100681.
Full textPHD
Regehr, Dominic. "Localization strategies of multinationals in Brazil which characteristics of the Brazilian market force multinational companies to localize their marketing activities?" reponame:Repositório Institucional do FGV, 2013. http://hdl.handle.net/10438/11097.
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Uma vez que as perspectivas de crescimento económico nos países mais desenvolvidos, como a Europa, os EUA eo Japão estão diminuindo, os mercados emergentes têm se tornado cada vez mais importante para muitas empresas multinacionais. Brasil, Rússia, Índia e China (BRICs) são agora os principais mercados em crescimento em todo o mundo e as empresas estão buscando estratégias para explorar ao máximo o potencial de consumo promissor nessas regiões. Um dos modos mais elaborados de prosseguir essa estratégia é conhecida como 'localização' - uma adaptação das práticas de negócios (ao longo de toda a cadeia de suprimentos) com as preferências e condições locais. Este artigo é projetado para analisar as atividades de localização de empresas multinacionais no Brasil. O foco da análise é o de investigar as características do mercado brasileiro, que induzem as multinacionais a localizar o seu marketing mix (composto de produto, preço, colocação e promoção). Em dois estudos de casos com a empresa Suiça Nestlé e a empresa Alemã Volkswagen vários padrões de localização foram no mercado consumidor brasileiro. Os quatro resultados mais significativos da análise são os diferentes padrões sociais o Brasil, que forçar as empresas a reformular certas funções do seu mix de marketing (por exemplo, a colocação no caso da Nestlé), a aceitação dos consumidores brasileiros a pagar preços relativamente elevados (por exemplo, taxas de Volkswagen até 100% mais por seus produtos em relação à Alemanha); o enorme tamanho do Brasil ea infra-estrutura deficiente, que exigem uma abordagem de distribuição localizada; eo caráter atualmente ainda menos exigente dos estratos de consumidores brasileiros emergentes, que permitem às empresas oferecer produtos menos sofisticados em comparação aos mercados europeus.
CATHARINO, MARILIA G. M. "Analise de mercurio e selenio em materiais biologicos pelo metodo de analise por ativacao com neutrons." reponame:Repositório Institucional do IPEN, 2002. http://repositorio.ipen.br:8080/xmlui/handle/123456789/10988.
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Dissertacao (Mestrado)
IPEN/D
Instituto de Pesquisas Energeticas e Nucleares - IPEN/CNEN-SP
Ortolani, Margherita. "A Blind Legend: la traduzione degli audio game e l'accessibilità per i giocatori non vedenti." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20419/.
Full textLin, Lolo. "What are the graphical differences between Asian and Western playable female game character? : And what do people with different ethnic background prefer?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13810.
Full textBlokker, Chantal, and Florent Schmidt. "Censorship as Part of Localization : Practice and Perception of Regional Changes in Japanese and Western Video Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413713.
Full textBankler, 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.
Full textArzani, Caterina. "La traduzione che non c’è. Torment: Tides of Numenera." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/17216/.
Full textAmorino, Chiara. "Tra humor e transcreation: la localizzazione di West of Loathing." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20446/.
Full textDong, Luo. "La localización de videojuegos en China: Estudio de caso de la traducción de League of Legends." Doctoral thesis, Universitat Autònoma de Barcelona, 2018. http://hdl.handle.net/10803/666605.
Full textRoy, Enakshi. "The Indian Game Show Kaun Banega Crorepati in the context of Media Globalization and Glocalization." Ohio University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1306952304.
Full textFabbri, Marialaura. "La localizzazione fra tailorization e customization. Traduzione a tutto tondo, agency del localizzatore e proposta di piano formativo." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20482/.
Full textShuneika, Hanna. "Proofreading and analysis of the Italian localization of the first 5 chapters of the videogame The Last of us." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16484/.
Full textCarlini, Mirco. "“Dove hai imparato a fare queste cose, piccola?” Localizzazione videoludica e Gender Translation Studies: un’analisi della saga di Tomb Raider." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/17815/.
Full textMarešová, Pavla. "Vliv Baťova podnikání na vybrané brazilské regiony." Master's thesis, Vysoká škola ekonomická v Praze, 2011. http://www.nusl.cz/ntk/nusl-111914.
Full textZemánek, Ondřej. "Počítání vozidel v statickém obraze." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2020. http://www.nusl.cz/ntk/nusl-417211.
Full textCorreia, Tiago de Barros. "Modelo de Stackelberg na competição de empresas privadas e estatais pela expansão da oferta de energia eletrica." [s.n.], 2004. http://repositorio.unicamp.br/jspui/handle/REPOSIP/264623.
Full textDissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Mecanica
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Resumo: o processo de reforma que vem ocorrendo na indústria elétrica brasileira, desde a segunda metade da década de 1990, sofreu uma infiexão em 2002, quando os programas de privatizações foram congelados, estabilizando a convivência de empresas estatais e privadas numa estrutura mista na indústria elétrica brasileira. O presente trabalho busca analisar o efeito, na eficiência econômica do mercado de eletricidade, do confronto competitivo de empresas que atuam sob a lógica privada (maximização dos lucros) com empresas estatais, que, sob pressão de seu acionista majoritário - o governo, se vêem obrigadas a ter como uma de suas principais metas a maximização dos impactos de políticas públicas. Para tanto, são utilizados conceitos da teoria dos jogos, concorrência potencial, mercados contestáveis, poder de mercado e regulação econômica. O mercado de eletricidade é visto como um ambiente competitivo de Stackelberg, sendo a intervenção estatal incorporada e considerada parte das regras do jogo. Essa concepção de mercado é compatível com o recém estabelecido no setor elétrico brasileiro e pode contribuir para a atual discussão em torno de sua implementação
Abstract: The process of structural reform that has been occurring in the Brazilian electric industry since the second half of the 1990's suffered an infiection in 2002. The programs of privatizations were interrupted, stabilizing a hybrid structure where state-owned and private firms coexist in the same market. This thesis intends to analyze the effect, in the economic efficiency of the Brazilian electricity market, of the competition between agents who act under the private logic (profit maximization) and those who are compelled by their major shareholder - the government - to have the maximization of the impacts of public policies as one of their main goals. To reach such purpose, concepts from the games theory, potential competition, contestable markets, market power and economic regulation are employed. The electricity market is seen as a Stackelberg competitive environment, with the state intervention being incorporated and considered part of the rules of the game. This market concept is compatible with the recently defined institutional mo del of the Brazilian electric sector and can contribute for the current discussion concerning its implementation
Mestrado
Planejamento de Sistemas de Petroleo
Mestre em Planejamento de Sistemas de Petroleo
Cruz, Maria Amelia Maneque. "Big Brother Brasil : um cenário observado a procura de uma estratégia de posicionamento crítico no espaço público." Universidade do Vale do Rio do Sinos, 2007. http://www.repositorio.jesuita.org.br/handle/UNISINOS/2610.
Full textNenhuma
Esta dissertação foi desenvolvida através da observação e da análise do programa Big Brother Brasil 5, reality show apresentado pela Rede Globo de Televisão, canal 12, no período entre janeiro e março de 2005. O alvo era identificar as estratégias que levaram Jean Wyllys ao prêmio final. Esta análise das ações e movimentos deu-se através das técnicas de Relações Públicas, utilizadas com o objetivo de construir, manter e gerenciar imagens no espaço público. Esta dissertação concluiu que Jean Wyllys venceu ao Big Brother Brasil porque entrou no programa com um planejamento estratégico bem definido, com um conjunto de providências pré-estabelecidas, capazes de defender sua permanência no jogo e vencer os “paredões”. Seus votos mostraram sempre a coerência com a situação que enfrentava. Suas táticas e estratégias foram eficientes e eficazes tinham um propósito: vencer o programa e receber o prêmio. Utilizou a estratégia do golfinho, acreditou no futuro e na capacidade de resolver seus desafios e problemas com a
This paper has been developed based on the observation and analysis of Big Brother Brasil 5 program, a reality show exhibited by Rede Globo de Televisão (Globo TV Network), in channel 12, from January to March 2005. The aim was to identify the strategies that made it possible for Jean Wyllys to receive the final award. This analysis of the actions and movements was given through the techniques of Public Relations, used with the objective to construct, to keep and to manage images in the public space. The conclusion of this dissertation is that Jean Wyllys won Big Brother Brasil because he entered the program bearing in mind a well-defined strategic planning, with a set of pre-established decisions that made it possible for him to remain in the game and to win every eliminating phase. His votes always showed coherence with the situation he was facing. His tactics and strategies had been efficient and efficient they had an intention: to win the program and and receiving the award. He used the dolphin strategy,
Hůla, Vladimír. "Herní webový portál - objektové programování." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2016. http://www.nusl.cz/ntk/nusl-242147.
Full textAraujo, Felipe Costa. "Métodos de análise multicritério e teoria dos jogos aplicados à escolha dos regimes alternativos para a exploração de petróleo e gás no Brasil." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/96/96132/tde-13082018-145437/.
Full textBrazil is facing a period of changes in its regulatory frameworks aiming to promote the economic, technological and scientific development of its entire oil and gas exploration and production (E&P) market. Two of these changes have drastically modified the Brazilian E&P market, which the first one was the utilization of the concession regime breaking the Petrobras monopoly after 1997 and the second one, the adoption of production sharing contracts (PSCs) after 2013 for all the strategic areas, especially the pre-salt. Finding a suitable regulatory framework for the E&P market is a quite complicated task, because every agent involved seeks to defend its own interests and criteria, resulting in a group problem. In this pioneering work, a new methodology is proposed by combining a multicriteria decision-making (MCDM/A) and a game theory approach, targeting to understand and analyze more deeply this complex problem in order to find equilibrium solutions. This innovative methodology is one of the main contributions of this work and proposes to model the choosing of an appropriate regulatory framework as a negotiation game, taking into account the different preferences and perspectives of all agents involved in the Brazilian E&P market. Three practical applications were performed, where the first two were carried out with theoretical data and the third one by using data collected with Brazilian E&P market experts. The main outcome identified that the logic behind these practical applications is similar to the classical game of Battle of sexes, where the best solutions happen when players coordinate their actions, even with opposing interests. This dynamic of conflict of interests makes the search for adequate solutions a challenging task, being unlikely that the objectives of all the players will be sufficiently accomplished by only one option, regardless of the alternative chosen.
Humphrey, Ashley Renee. "Where's the Roda?: Understanding Capoeira Culture in an American Context." Bowling Green State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1543574890650575.
Full textCollins, Karrie. "You Spoony Bard!: An Analysis of Video Game Localization Practices." 2015. https://scholarworks.umass.edu/masters_theses_2/189.
Full textTang, Yu-Rou, and 唐玉柔. "Game-theoretic Analysis of Semi-fragile Watermarking for Image Authentication and Tamper Localization." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/60253752868093274001.
Full textChuko, Pei-yun, and 諸葛蓓芸. "Game Localization Strategies under the Sim-Ship Scheme: A Case Study in Taiwan." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/65325e.
Full text國立彰化師範大學
翻譯研究所
102
This paper takes the experience of one localization company in Taiwan in localizing games on the Xbox platform under Microsoft to discuss under the simultaneous release (sim-ship) scheme, what are the difficulties faced by translators, and to apply aspects of cognitive loading in order to propose a strategy that better allocates translator’s cognitive resource to produce game translations with the minimum error occurrence. This paper will apply Daniel Gile’s cognitive load theory in an attempt to reduce errors produced by the translator. Examples are taken from the Gears of War franchise, mainly from Gears of War 3 and Gears of War: Judgment.
Hsiao, Po-Yeh, and 蕭伯燁. "The Application of Transcreation on Game Localization: A Case Study of Grand Theft Auto V." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/93wk98.
Full text國立彰化師範大學
翻譯研究所
106
Abstract Even though transcreation has been a widely adopted translation strategy in various fields, it is yet to receive equal attention in the academia. Therefore, this thesis utilized Grand Theft Auto V, a world-famous computer game published by Rockstar in the United States, to conduct a case study to investigate the importance of transcreation in game localization. By applying Skopos theory, this study aimed to clarify the purpose of using transcreation as a translation strategy in game localization. After the data were collected and categorized by its purpose, back translation was applied to see what types of transcreation strategies were used to achieve the translation goals. In the case study, a total of 25 raw materials were collected from the game assets of GTA V for further analysis. After the analyzing procedure was done, it was found that there were two major purposes of using transcreation as a game localization tool, which were to enhance gaming experience and to solve translation challenges. Furthermore, four different transcreation strategies were also observed from the case study. Applying Chinese idioms and local buzzwords were two strategies found which could enhance gaming experience; meanwhile, amplification and substitution were another two transcreation strategies which could be utilized to solve translation challenges. From the discussion of the examples, various benefits were observed applying transcreation in game localization. These benefits were minimizing cultural gaps, enhancing cultural identity of the target players, featuring characters’ personality, avoiding confusion caused by colloquial conversation, enhancing comprehension of the story plot, and precisely delivering the original messages to players. The result of the case study could be served as a guideline for game localization workers who are seeking uniqueness or solution of translation difficulties from transcreation. Furthermore, the ultimate goal of the study is to raise the awareness of the importance and significance of transcreation in translation. Keywords: Game Localization, Transcreation
Yuan, Yali. "On Localization Issues of Mobile Devices." Doctoral thesis, 2018. http://hdl.handle.net/11858/00-1735-0000-002E-E4ED-2.
Full textBushouse, Elizabeth. "The Practice and Evolution of Video Game Translation: Expanding the Definition of Translation." 2015. https://scholarworks.umass.edu/masters_theses_2/187.
Full textRiggin, Patrick Franklin. "Always a lighthouse, toujours un homme: exploring non-literal translation techniques in video game localizations or the purposes of second language acquisition." 2018. http://hdl.handle.net/2097/38825.
Full textDepartment of Modern Languages
Melinda Cro
Many recent video games feature complex narratives that contain increasing amounts of written and spoken language. There has thus been growing need for them to be localized into other languages; that is, translated and adapted for markets where languages other than the video game’s language of development are spoken. While the localization process shares many similarities with other projects of translation, because the primary goal of a video game is to be entertaining, video game localization teams are allowed certain creative liberties in translating video games in order to maximize entertainment for players in target markets. Non-literal translation techniques, including transposition, modulation, equivalence, and adaptation, are used to avoid mistranslating in-game language. However, Mangiron and O’Hagan identify in their 2006 analysis of the English localization of Final Fantasy X certain “transcreation” techniques that are used by localization teams in order to make video games more entertaining for players in other markets. These transcreation techniques include the addition of linguistic variation, the re-naming of in-game terminology, the re-creation of wordplay, “contextualization by addition”, and the deliberate use of regional expressions. These transcreation techniques not only serve to make the localized version of a video game more entertaining for a target market, but also make the gameplay experience more original for players in these markets. This study will analyze non-literal translation techniques and “transcreation” techniques in the French localization of BioShock Infinite: Burial at Sea Episode 2 to determine how these translation techniques may be used to maximize entertainment and to create a more original gameplay experience for francophone players, followed by a discussion of how video game localizations may be implemented in second language acquisition contexts for the purposes of exploring certain L2 linguistic and cultural phenomena.
TSENG, HSIN-I., and 曾馨儀. "A Comparative Study of Chinese Localization of a Mobile Game in Taiwan and China: The Sims Freeplay as an Example." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/mcm5qf.
Full textYi-Wen, Wang, and 王怡文. "The Effect of Using Localization Water Resources Digital Game Curriculum: The Changing Attitudes and Behaviors to Conserve Water Resources of Sixth Grade Elementary School Students." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/35461537031420711033.
Full text國立臺北教育大學
自然科學教育學系碩士班
100
The purposes of this study is to develop a localization water resources digital game curriculum, and discuss the attitudes and actions of sixth grade elementary school students towards the water resources conservation after teaching different water resources curriculum. In this research, we planned three different water resource curriculums for eight weeks, which has one class in each week, and separated 151 sixth grade students into 3 groups. The first group A has 51 sixth grade students, and run the localization water resources digital game curriculum; the second group B allot 50 sixth grade students and teaches the non-localization water resources digital game curriculum; the third group C has 50 students and teaches the ordinary water resources conservation curriculum. This research use quantity methods, and supplement by some quality skills. In this research, we use statistical methods as descriptive statistics and ANCOVA to analyze and test the differences between each group’s questionnaires, include the “water resource digital game curriculum,” “water resources conservation attitudes questionnaires” and “water resources conservation behaviors questionnaires”, and coordinate with student’s semi-structured interview data to discuss and discover our research results. The results have been found as follows: 1.Before teaching, sixth grade students did not have obvious positive attitude towards water resources conservation, which contains three dimensions attitude, includes: the attitude of the pollution of water, water using attitude, and ecological management attitudes. 2.Sixth grade students have positive water resources conservation action before teaching, which includes water resources consume action, water resources eco-management operation, and water conservation convince action three dimensions, but the behavior is not positive. 3.After teaching the “localization water resources digital game curriculum”, the attitude to the pollution of water, water using and ecological management had significantly elevated then teaching the “non-localization water resources digital game curriculum” and “ordinary water resources conservation curriculum”. 4.After teaching the “localization water resources digital game curriculum”, the actions of water resources conservation, which includes water resources consume action, water resources eco-management operation and water conservation convince action had a significant upgrade then teaching the “non-localization water resources digital game curriculum” and “ordinary water resources conservation curriculum”. 5.After teaching the “localization water resources digital game curriculum”, the students can take the initiative to understand the environment issues of water resources we’ve meet in daily life. They awareness how their living way can effect to the water ecological environment, and has more emotion feelings and recognitions to water conservation, which brings out their positive attitudes and actions to water conservation.