Towards a deeper understanding of localization as a game development process: Game studio studies in Sweden and China

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Marcus Toftedahl
{"title":"Towards a deeper understanding of localization as a game development process: Game studio studies in Sweden and China","authors":"Marcus Toftedahl","doi":"10.1016/j.entcom.2025.100944","DOIUrl":null,"url":null,"abstract":"<div><div>This paper presents field studies conducted at two indie game development companies – one in Sweden and one in China. The study aims to provide a deeper understanding of the complex nature of indie game development and how indie game developers using a self-publishing business model work with game localization as a part of the development process. The research is guided by the research question “ How do indie game developers prioritize and work with game localization as a development process?” explored from three perspectives: the strategic perspective, where the decisions behind the localization are in focus; the development perspective, exploring the development processes; and the product perspective, using a participatory observation method. The results<!--> <!-->indicate that game localization is a task among several important tasks, and by omitting to plan for localization can impact the game developed severely. An organizational model of<!--> <!-->indie game development companies is presented, highlighting the many different development tasks needed to be handled either by using internal or external competences.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100944"},"PeriodicalIF":2.8000,"publicationDate":"2025-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952125000242","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0

Abstract

This paper presents field studies conducted at two indie game development companies – one in Sweden and one in China. The study aims to provide a deeper understanding of the complex nature of indie game development and how indie game developers using a self-publishing business model work with game localization as a part of the development process. The research is guided by the research question “ How do indie game developers prioritize and work with game localization as a development process?” explored from three perspectives: the strategic perspective, where the decisions behind the localization are in focus; the development perspective, exploring the development processes; and the product perspective, using a participatory observation method. The results indicate that game localization is a task among several important tasks, and by omitting to plan for localization can impact the game developed severely. An organizational model of indie game development companies is presented, highlighting the many different development tasks needed to be handled either by using internal or external competences.
深入理解游戏开发过程中的本土化:对瑞典和中国游戏工作室的研究
本文介绍了在两家独立游戏开发公司(一家在瑞典,一家在中国)进行的实地研究。该研究旨在让我们更深入地了解独立游戏开发的复杂性,以及独立游戏开发者如何使用自主发行业务模式将游戏本土化作为开发过程的一部分。该研究的指导问题是“独立游戏开发者如何在开发过程中优先考虑游戏本土化?”,从三个角度进行探讨:战略角度,本地化背后的决策是重点;发展视角,探索发展历程;并从产品角度出发,采用参与式观察方法。结果表明,游戏本土化是众多重要任务中的一项,如果忽略了本土化计划,将会严重影响游戏的开发。本文呈现了独立游戏开发公司的组织模式,强调了需要使用内部或外部能力来处理的许多不同开发任务。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信