Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/94835
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dc.contributorDepartment of Chinese and Bilingual Studiesen_US
dc.creatorWu, Zen_US
dc.creatorChen, Zen_US
dc.date.accessioned2022-08-30T07:33:09Z-
dc.date.available2022-08-30T07:33:09Z-
dc.identifier.issn2032-6904en_US
dc.identifier.urihttp://hdl.handle.net/10397/94835-
dc.language.isoenen_US
dc.publisherJohn Benjamins Publishing Co.en_US
dc.rights© John Benjamins Publishing Companyen_US
dc.rightsThe following publication Wu, Z., & Chen, Z. (2020). Localizing Chinese games for Southeast Asian markets: A multidimensional perspective. The Journal of Internationalization and Localization, 7(1-2), 49-68 is available at https://dx.doi.org/10.1075/jial.20003.wu.en_US
dc.rightsThe Journal of Internationalization and Localization is available at https://www.jbe-platform.com/content/journals/20326912.en_US
dc.subjectChinese gamesen_US
dc.subjectGame localizationen_US
dc.subjectGamersen_US
dc.subjectSoutheast Asiaen_US
dc.subjectVideo gamesen_US
dc.titleLocalizing Chinese games for Southeast Asian markets a multidimensional perspectiveen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.spage49en_US
dc.identifier.epage68en_US
dc.identifier.volume7en_US
dc.identifier.issue1-2en_US
dc.identifier.doi10.1075/jial.20003.wuen_US
dcterms.abstractThis article explores how Chinese games are localized for Southeast Asia (SEA) markets. Based on the synthesized insights from practitioners and gamers, we identify gaps between localization in theory and in practice. The post-gold model is popular with Chinese game companies that usually do not consider localizing a game until it has attained domestic success. They tend to opt for full localization rather than “deep localization” (Bernal-Merino 2011) because adapting visuals and game mechanics is considered “icing on the cake”. Additionally, in our data, gamers seem to prefer foreignization over domestication, while practitioners combine both strategies to create a defamiliarizing gaming experience. Finally, the language diversity in SEA and the lingua franca status of English call for a nuanced understanding of locale. Hence, we suggest to differentiate three types of locales (presumed, practiced, and preferred) as a possible analytical framework to further theorize game localization from multiple perspectives of stakeholders.en_US
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationThe journal of internationalization and localization, Dec. 2020, v. 7, no. 1-2, p. 49-68en_US
dcterms.isPartOfThe journal of internationalization and localizationen_US
dcterms.issued2020-12-
dc.identifier.scopus2-s2.0-85099483610-
dc.identifier.eissn2032-6912en_US
dc.description.validate202208 bckwen_US
dc.description.oaAccepted Manuscripten_US
dc.identifier.FolderNumbera1326, CBS-0082-
dc.identifier.SubFormID44595-
dc.description.fundingSourceSelf-fundeden_US
dc.description.pubStatusPublisheden_US
dc.identifier.OPUS50567549-
dc.description.oaCategoryGreen (AAM)en_US
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