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[STFL Online workshop series on game localisation and digital entertainment 2021] Workshop 2: Found in Translation? Cultural Issues in Game Localisation

[STFL Online workshop series on game localisation and digital entertainment 2021] Workshop 2: Found in Translation? Cultural Issues in Game Localisation

STFL Online Workshop Series – Found in Translation? Cultural Issues in Game Localisation

The second workshop of the STFL Online Workshop Series on Game Localisation and Digital Entertainment 2021, entitled “Found in Translation? Cultural Issues in Game Localisation”, was held on 29 June 2021. It was delivered by Dr Carme Mangiron, Lecturer of Universitat Autònoma de Barcelona, Spain and moderated by Dr Siu Sai Yau, Assistant Professor of STFL.

Dr Mangiron started the talk by introducing developments of the global game market. She pointed out that the Asia-Pacific region, including China and Japan, has presented great opportunity to game developers to expand their business. She explained the importance of GILT (globalisation, internationalisation, localisation, and translation) processes, which help the game industry reach a wider audience from different linguistic and cultural backgrounds.

Dr Mangiron also mentioned the significance of culturalisation, transcreation, glocalisation, co-creation and dual localisation. She illustrated with examples how the linguistic and cultural content of a game may lead to positive or negative impacts on its sale. Dr Mangiron ended the workshop by highlighting the need for adjustments adapted to target local culture.

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Found in Translation? Cultural Issues in Game Localisation

Dr Mangiron shows an example of game localisation. She points out that game developers may slightly change the game to make sure it will be properly received by different cultures.

Found in Translation? Cultural Issues in Game Localisation

Dr Mangiron shares an example of linguistic variation.