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Localization of Digital Games: The Process of Blending for the Global Games Market

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Digital games are a global, multibillion dollar industry, yet few standards exist for the localization of games for different cultures. By contrast, the process of localizing productivity applications follows a relatively well-defined set of guidelines, with which many technical communicators are familiar. The localization processes for digital games, however, can follow one of three levels of complexity, none of which are formally articulated. In this article, we focus on the most challenging and most potentially effective form of digital game localization, known as blending. Blending involves the alteration of the central storyline of a game to make the game more successful in other countries. We believe that technical and professional communicators should learn more about blending, digital game localization, and their place within the burgeoning game industry.
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Document Type: Journal Article

Publication date: 01 November 2004

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  • Technical Communication, the Society's journal, publishes articles about the practical application of technical communication theory and serves as a common arena for discussion by practitioners. Technical Communication includes both quantitative and qualitative research while showcasing the work of some of the field's most noteworthy writers. Among its most popular features are the helpful book reviews. Technical Communication is published quarterly and is free with membership.
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