<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Publishing DTD v1.2 20190208//EN" "https://jats.nlm.nih.gov/publishing/1.2/JATS-journalpublishing1.dtd">
<article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:ali="http://www.niso.org/schemas/ali/1.0/" article-type="research-article" dtd-version="1.2" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">Russian Social and Humanitarian Studies</journal-id><journal-title-group><journal-title xml:lang="en">Russian Social and Humanitarian Studies</journal-title><trans-title-group xml:lang="ru"><trans-title>Российские социогуманитарные исследования</trans-title></trans-title-group></journal-title-group><issn publication-format="electronic">3033-5981</issn><publisher><publisher-name xml:lang="en">Science and Innovation Center Publishing House</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="publisher-id">453615</article-id><article-id pub-id-type="doi">10.12731/3033-5981-2026-18-2-552</article-id><article-id pub-id-type="edn">SFFOSG</article-id><article-categories><subj-group subj-group-type="toc-heading" xml:lang="en"><subject>Applied Aspects of Linguistics</subject></subj-group><subj-group subj-group-type="toc-heading" xml:lang="ru"><subject>Прикладные аспекты лингвистики</subject></subj-group><subj-group subj-group-type="article-type"><subject>Research Article</subject></subj-group></article-categories><title-group><article-title xml:lang="en">Technical and cultural aspects of game localization in the production phase</article-title><trans-title-group xml:lang="ru"><trans-title>Технические и культурные аспекты локализации игр на этапе производства</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author"><contrib-id contrib-id-type="orcid">https://orcid.org/0009-0001-8996-2243</contrib-id><contrib-id contrib-id-type="researcherid">PVC-7875-2026</contrib-id><contrib-id contrib-id-type="spin">9241-6175</contrib-id><name-alternatives><name xml:lang="ru"><surname>Доркина</surname><given-names>Анастасия Владимировна</given-names></name><name xml:lang="en"><surname>Dorkina</surname><given-names>Anastasia V.</given-names></name></name-alternatives><address><country country="RU">Russian Federation</country></address><bio xml:lang="ru"><p>студент факультета «Информационные системы и технологии»</p> <p> </p></bio><bio xml:lang="en"><p>student, Faculty of Information Systems and Technologies</p> <p> </p></bio><email>dorkansat@mail.ru</email><xref ref-type="aff" rid="aff1"/></contrib><contrib contrib-type="author"><contrib-id contrib-id-type="orcid">https://orcid.org/0000-0002-4707-6112</contrib-id><contrib-id contrib-id-type="spin">4139-2977</contrib-id><name-alternatives><name xml:lang="en"><surname>Logacheva</surname><given-names>Marina I.</given-names></name><name xml:lang="ru"><surname>Логачева</surname><given-names>Марина Ивановна</given-names></name></name-alternatives><address><country country="RU">Russian Federation</country></address><bio xml:lang="ru"><p>кандидат филологических наук, доцент кафедры иностранных языков</p> <p> </p></bio><bio xml:lang="en"><p>Candidate of Philological Sciences, associate Professor of the Department of Foreign Languages</p> <p> </p></bio><email>i.logacheva@mail.ru</email><xref ref-type="aff" rid="aff1"/></contrib></contrib-group><aff-alternatives id="aff1"><aff><institution xml:lang="ru">Поволжский государственный университет телекоммуникаций и информатики</institution></aff><aff><institution xml:lang="en">Volga Region State University of Telecommunications and Informatics</institution></aff></aff-alternatives><content-language>ru</content-language><pub-date date-type="pub" iso-8601-date="2026-06-30" publication-format="electronic"><day>30</day><month>06</month><year>2026</year></pub-date><pub-date date-type="collection"><year>2026</year></pub-date><volume>18</volume><issue>2</issue><issue-title xml:lang="ru"/><fpage>254</fpage><lpage>273</lpage><history><date date-type="received" iso-8601-date="2026-04-23"><day>23</day><month>04</month><year>2026</year></date></history><permissions><copyright-statement xml:lang="en">Copyright ©; 2026, A.V. Dorkina, M.I. Logacheva</copyright-statement><copyright-statement xml:lang="ru">Copyright ©; 2026, А.В. Доркина, М.И. Логачева</copyright-statement><copyright-year>2026</copyright-year><copyright-holder xml:lang="en">A.V. Dorkina, M.I. Logacheva</copyright-holder><copyright-holder xml:lang="ru">А.В. Доркина, М.И. Логачева</copyright-holder><ali:free_to_read xmlns:ali="http://www.niso.org/schemas/ali/1.0/"/><license><ali:license_ref xmlns:ali="http://www.niso.org/schemas/ali/1.0/">https://creativecommons.org/licenses/by-nc-nd/4.0</ali:license_ref></license></permissions><self-uri xlink:href="https://journals.rcsi.science/2077-1770/article/view/453615">https://journals.rcsi.science/2077-1770/article/view/453615</self-uri><abstract xml:lang="en"><p>Background. The globalization of the gaming market and the growing demand for multilingual products make video game localization a critical stage of development. However, for indie studios, localization often remains a final “polishing” step, which generates technical and cultural problems. Visually oriented games for children, where the text component is minimal, are especially vulnerable and require separate research into cultural adaptation of the interface, color schemes and gestures.</p> <p>Purpose – to identify and classify technical and cultural problems that arise during game localization at the production stage and to propose strategies for their prevention.</p> <p>Materials and methods. The research is conducted as a case study based on the educational game “Tsifropolis” for children aged 7–10. Methods include participant observation, repository analysis (Git) and predictive expert assessment for the Chinese market. Experimental localization of the interface into English was carried out with the development of a system based on Unity and JSON files.</p> <p>Results. Key problem areas are identified: text expansion of 10–20% when translating into English, the need to adapt character names, as well as potential cultural conflicts. The use of a version control system is shown to allow objective recording of localization changes. Practical recommendations for indie developers are proposed.</p></abstract><trans-abstract xml:lang="ru"><p>Обоснование. Глобализация игрового рынка и рост спроса на многоязычные продукты делают локализацию видеоигр критически важным этапом разработки. Однако для инди-студий локализация часто остаётся финальной «доделкой», что порождает технические и культурные проблемы. Особенно уязвимы визуально-ориентированные игры для детей, где текстовый компонент минимален, а культурная адаптация интерфейса, цветовой гаммы и жестов требует отдельного исследования.</p> <p>Цель – выявить и классифицировать технические и культурные проблемы, возникающие при локализации игры на этапе производства, и предложить стратегии их предотвращения.</p> <p>Материалы и методы. Исследование выполнено в формате кейс-стади на материале образовательной игры «Цифрополис» для детей 7–10 лет. Использованы методы включённого наблюдения, анализа репозитория (Git) и прогностической экспертной оценки для китайского рынка. Проведена экспериментальная локализация интерфейса на английский язык с разработкой системы на базе Unity и JSON-файлов.</p> <p>Результаты. Выявлены ключевые проблемные зоны: расширение текста на 10–20% при переводе на английский, необходимость адаптации имён персонажей, а также потенциальные культурные конфликты. Показано, что использование системы контроля версий позволяет объективно фиксировать локализационные изменения. Предложены практические рекомендации для инди-разработчиков.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>локализация видеоигр</kwd><kwd>игровая разработка</kwd><kwd>инди-игры</kwd><kwd>технические аспекты локализации</kwd><kwd>культурная адаптация</kwd><kwd>кейс-стади</kwd><kwd>визуальный интерфейс</kwd></kwd-group><kwd-group xml:lang="en"><kwd>video game localization</kwd><kwd>game development</kwd><kwd>indie games</kwd><kwd>technical aspects of localization</kwd><kwd>cultural adaptation</kwd><kwd>case study</kwd><kwd>visual interface</kwd></kwd-group><funding-group/></article-meta></front><body></body><back><ref-list><ref id="B1"><label>1.</label><mixed-citation>O’Hagan, M., &amp; Mangiron, C. (2013). Game localization: Translating for the global digital entertainment industry. John Benjamins Publishing Company. 374 p. https://doi.org/10.1075/btl.106</mixed-citation></ref><ref id="B2"><label>2.</label><mixed-citation>Esselink, B. (2000). A practical guide to localization. John Benjamins Publishing Company. 488 p.</mixed-citation></ref><ref id="B3"><label>3.</label><citation-alternatives><mixed-citation xml:lang="en">Chandler, H., &amp; Deming, S. O. (2011). The game localization handbook (2nd ed.). Jones &amp; Bartlett Learning. 432 pp. ISBN 978-0-7637-9593-1</mixed-citation><mixed-citation xml:lang="ru">Chandler, H., &amp; Deming, S. O. (2011). The game localization handbook (2nd ed.). Jones &amp; Bartlett Learning. 432 p. ISBN 978-0-7637-9593-1</mixed-citation></citation-alternatives></ref><ref id="B4"><label>4.</label><mixed-citation>Bernal-Merino, M. (2012). Working with translators. In H. Chandler &amp; S. O. Deming (Eds.), The game localization handbook (2nd ed., pp. 107–118). Jones &amp; Bartlett Learning.</mixed-citation></ref><ref id="B5"><label>5.</label><citation-alternatives><mixed-citation xml:lang="en">Burnasheva, L. R. (2025). Problems of linguistic localization of computer games when translating into Russian (on the example of Half-Life 2 and Portal 2). Philological Sciences. Issues of Theory and Practice, 18(2). https://doi.org/10.30853/phil20250062. EDN: https://elibrary.ru/YDJJSF</mixed-citation><mixed-citation xml:lang="ru">Бурнашева, Л. Р. (2025). Проблемы языковой локализации компьютерных игр при переводе на русский язык (на примере Half-Life 2 и Portal 2). Филологические науки. Вопросы теории и практики, 18(2). https://doi.org/10.30853/phil20250062. EDN: https://elibrary.ru/YDJJSF</mixed-citation></citation-alternatives></ref><ref id="B6"><label>6.</label><mixed-citation>Toftedahl, M. (2025). Towards a deeper understanding of localization as a game development process: Game studio studies in Sweden and China. Entertainment Computing, 54, Article 100944. https://doi.org/10.1016/j.entcom.2025.100944. EDN: https://elibrary.ru/LQFEZY</mixed-citation></ref><ref id="B7"><label>7.</label><mixed-citation>Robertson, D. (2025). Mapping the production stage of a video game localization project with actor-network theory. Digital Translation, 12(2), 150–178. https://doi.org/10.1075/dt.25004.rob. EDN: https://elibrary.ru/QVXGTS</mixed-citation></ref><ref id="B8"><label>8.</label><mixed-citation>Sayaheen, B. (2024). Mobile video game localization: A case study of Apple Store sub-category ‘play in Arabic’. Cogent Arts &amp; Humanities, 11(1), Article 2433314. https://doi.org/10.1080/23311983.2024.2433314. EDN: https://elibrary.ru/TARAPY</mixed-citation></ref><ref id="B9"><label>9.</label><mixed-citation>Kucheba, V. (2022). The process of video game localisation: Case study of Metro Exodus (Master’s thesis). Tampere University.</mixed-citation></ref><ref id="B10"><label>10.</label><citation-alternatives><mixed-citation xml:lang="en">Koptelova, S. A., &amp; Rutskaya, E. A. (2022). Linguistic aspects of video game localization. Perm University Herald. Russian and Foreign Philology, 14(3), 16–25. https://doi.org/10.17072/2073-6681-2022-3-16-25. EDN: https://elibrary.ru/UMELLW</mixed-citation><mixed-citation xml:lang="ru">Коптелова, С. А., &amp; Руцкая, Е. А. (2022). Лингвистические аспекты локализации видеоигр. Вестник Пермского университета. Российская и зарубежная филология, 14(3), 16–25. https://doi.org/10.17072/2073-6681-2022-3-16-25. EDN: https://elibrary.ru/UMELLW</mixed-citation></citation-alternatives></ref><ref id="B11"><label>11.</label><citation-alternatives><mixed-citation xml:lang="en">Malenova, E. D. (2022). Translation vs localization: Terminological dichotomy or natural integration? Vestnik of Lobachevsky University of Nizhny Novgorod, (1), 59–77. https://doi.org/10.47388/2072-3490/lunn2022-57-1-59-77. EDN: https://elibrary.ru/WVQQME</mixed-citation><mixed-citation xml:lang="ru">Малёнова, Е. Д. (2022). Перевод vs локализация: терминологическая дихотомия или естественная интеграция? Вестник Нижегородского университета им. Н. И. Лобачевского, (1), 59–77. https://doi.org/10.47388/2072-3490/lunn2022-57-1-59-77. EDN: https://elibrary.ru/WVQQME</mixed-citation></citation-alternatives></ref><ref id="B12"><label>12.</label><citation-alternatives><mixed-citation xml:lang="en">Arutyunyan, A. A. (2019). Problems and features of computer game localization (Graduate qualification work). HSE University. 81 p. https://www.hse.ru/edu/vkr/296280385</mixed-citation><mixed-citation xml:lang="ru">Арутюнян, А. А. (2019). Проблемы и особенности локализации компьютерных игр (Выпускная квалификационная работа). НИУ ВШЭ. 81 с. https://www.hse.ru/edu/vkr/296280385</mixed-citation></citation-alternatives></ref><ref id="B13"><label>13.</label><citation-alternatives><mixed-citation xml:lang="en">Sayakhova, D. K. (2020). Linguocultural adaptation of text in translation (based on video games). Kazan Linguistic Journal, 3(1), 52–63. https://doi.org/10.26907/2658-3321.2020.3.1.52-63. EDN: https://elibrary.ru/LIXHSB</mixed-citation><mixed-citation xml:lang="ru">Саяхова, Д. К. (2020). Лингвокультурная адаптация текста при переводе (на материале видеоигр). Казанский лингвистический журнал, 3(1), 52–63. https://doi.org/10.26907/2658-3321.2020.3.1.52-63. EDN: https://elibrary.ru/LIXHSB</mixed-citation></citation-alternatives></ref><ref id="B14"><label>14.</label><citation-alternatives><mixed-citation xml:lang="en">Anisimova, A. T. (2018). The phenomenon of computer game in translation studies discourse. Scientific Bulletin of the Southern Institute of Management, (2), 82–86. https://doi.org/10.31775/2305-3100-2018-2-82-86. EDN: https://elibrary.ru/XUXPOH</mixed-citation><mixed-citation xml:lang="ru">Анисимова, А. Т. (2018). Феномен компьютерной игры в переводоведческом дискурсе. Научный вестник Южного института менеджмента, (2), 82–86. https://doi.org/10.31775/2305-3100-2018-2-82-86. EDN: https://elibrary.ru/XUXPOH</mixed-citation></citation-alternatives></ref><ref id="B15"><label>15.</label><citation-alternatives><mixed-citation xml:lang="en">Dubovoy, S. (2023). The cost of getting game localization wrong. Keywords Studios. Retrieved April 14, 2026, from https://www.keywordsstudios.com</mixed-citation><mixed-citation xml:lang="ru">Дубовой, С. (2023). The cost of getting game localization wrong. Keywords Studios. Retrieved April 14, 2026, from https://www.keywordsstudios.com</mixed-citation></citation-alternatives></ref><ref id="B16"><label>16.</label><mixed-citation>Flyvbjerg, B. (2006). Five misunderstandings about case-study research. Qualitative Inquiry, 12(2), 219–245. https://doi.org/10.1177/1077800405284363. EDN: https://elibrary.ru/JPDCPF</mixed-citation></ref></ref-list></back></article>
