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Open Access Video Game Localisation for Fans by Fans: The Case of Romhacking

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The aim of this paper is to show the particularities of the so-called “romhacking”, a methodology developed by amateurs to localise mainly classic video games. In the first section, the concept and origin of the term “romhacking” is presented. The second section offers an overview of the workflow followed by romhackers to localise video games. In the third section, an analysis of the differences between professional and amateur translations is given. The fourth section includes a discussion of the legal aspects of this practice. The paper concludes with a reflection on the impact of amateur translations on the video game localisation industry.
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Document Type: Research Article

Publication date: 01 January 2009

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  • Research related with internationalization and localization is new and is more and more solicited by language businesses, software developers, translation agencies, international multilingual organizations, universities, language planning policy makers and standardization institutes. The Journal of Internationalization and Localization (JIAL) aims at establishing a worldwide discussion forum for both professionals and academics in the area of internationalization and localization. The scope of the journal is as broad as possible in order to target all the players in the internationalization and localization profession. The specific aim of the journal is to leverage the full range of information, from academic research results to the floor of today's language industries, and, conversely, to leverage business experiences in order to inform academic research. JIAL addresses an interdisciplinary readership in that it focuses on contributions that generate an impact on the localization and translation industry. A link between professionals and academics is assured by the specific content of the articles and the members of the editorial board. Each issue is reviewed by both academics and professionals.
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