Please use this identifier to cite or link to this item:
http://hdl.handle.net/10397/94835
DC Field | Value | Language |
---|---|---|
dc.contributor | Department of Chinese and Bilingual Studies | en_US |
dc.creator | Wu, Z | en_US |
dc.creator | Chen, Z | en_US |
dc.date.accessioned | 2022-08-30T07:33:09Z | - |
dc.date.available | 2022-08-30T07:33:09Z | - |
dc.identifier.issn | 2032-6904 | en_US |
dc.identifier.uri | http://hdl.handle.net/10397/94835 | - |
dc.language.iso | en | en_US |
dc.publisher | John Benjamins Publishing Co. | en_US |
dc.rights | © John Benjamins Publishing Company | en_US |
dc.rights | The 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.rights | The Journal of Internationalization and Localization is available at https://www.jbe-platform.com/content/journals/20326912. | en_US |
dc.subject | Chinese games | en_US |
dc.subject | Game localization | en_US |
dc.subject | Gamers | en_US |
dc.subject | Southeast Asia | en_US |
dc.subject | Video games | en_US |
dc.title | Localizing Chinese games for Southeast Asian markets a multidimensional perspective | en_US |
dc.type | Journal/Magazine Article | en_US |
dc.identifier.spage | 49 | en_US |
dc.identifier.epage | 68 | en_US |
dc.identifier.volume | 7 | en_US |
dc.identifier.issue | 1-2 | en_US |
dc.identifier.doi | 10.1075/jial.20003.wu | en_US |
dcterms.abstract | This 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.accessRights | open access | en_US |
dcterms.bibliographicCitation | The journal of internationalization and localization, Dec. 2020, v. 7, no. 1-2, p. 49-68 | en_US |
dcterms.isPartOf | The journal of internationalization and localization | en_US |
dcterms.issued | 2020-12 | - |
dc.identifier.scopus | 2-s2.0-85099483610 | - |
dc.identifier.eissn | 2032-6912 | en_US |
dc.description.validate | 202208 bckw | en_US |
dc.description.oa | Accepted Manuscript | en_US |
dc.identifier.FolderNumber | a1326, CBS-0082 | - |
dc.identifier.SubFormID | 44595 | - |
dc.description.fundingSource | Self-funded | en_US |
dc.description.pubStatus | Published | en_US |
dc.identifier.OPUS | 50567549 | - |
dc.description.oaCategory | Green (AAM) | en_US |
Appears in Collections: | Journal/Magazine Article |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
Wu_Chinese_Games_Southeast.pdf | Pre-Published version | 496.04 kB | Adobe PDF | View/Open |
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