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게임 분류별 현지화 전략에 대한 고찰Localization Strategies based on Game Classification

Other Titles
Localization Strategies based on Game Classification
Authors
김홍균김순영
Issue Date
Feb-2026
Publisher
동국대학교 번역학연구소
Keywords
Game Translation; localization; localization strategies; game classification; text typology; 게임 번역; 현지화; 현지화 전략; 게임 분류; 텍스트 분류
Citation
번역∙언어∙기술, v.7, pp 153 - 178
Pages
26
Indexed
KCI
Journal Title
번역∙언어∙기술
Volume
7
Start Page
153
End Page
178
URI
https://scholarworks.dongguk.edu/handle/sw.dongguk/63946
ISSN
2713-9697
Abstract
This paper aims to classify video games from the perspective of localization and to propose localization strategies for each category. Drawing on Lee et al. (2014), classification criteria for games were identified by analyzing the significance of their core components in the context of localization. The analysis found that video games can be classified according to three key dimensions: reception, expected audiences, and objects of localization work. Then, examples of games and their localized versions were compared to propose localization strategies for each classified game category. With regard to reception, games can be classified into ‘control-focused’ and ‘non-control-focused’ types based on player engagement and interaction with modifying media (e.g. using dubbed audio) and preservation respectively suggested. For expected audiences related to the age rating system, modifying content for broader appeal or maintaining original elements for current fans are proposed. According to objects of localization, games are categorized as ‘real-world based’ and ‘fictional world based’. For the former, culturally immersive localization is recommended while more creative approaches is encouraged for the latter.
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