Game localization | Wikipedia audio article
Channel: wikipedia tts
Date: 20/12/2018

This is an audio version of the Wikipedia Article:
https://en.wikipedia.org/wiki/Video_game_localization


00:01:38 1 History
00:04:47 2 Levels of localization
00:06:18 3 Production models
00:11:19 4 Tasks and challenges
00:16:00 5 Cultural changes
00:18:16 6 Linguistic assets
00:20:36 7 Textual types and file formats
00:21:21 7.1 Manual
00:22:05 7.2 Packaging
00:22:37 7.3 Readme file
00:23:09 7.4 Official website
00:23:52 7.5 Dialogue for dubbing
00:24:43 7.6 Dialogue for subtitling
00:25:33 7.7 User interface (UI)
00:26:16 7.8 Graphic art with words
00:26:40 8 Controversy
00:28:25 9 See also



Listening is a more natural way of learning, when compared to reading. Written language only began at around 3200 BC, but spoken language has existed long ago.

Learning by listening is a great way to:
- increases imagination and understanding
- improves your listening skills
- improves your own spoken accent
- learn while on the move
- reduce eye strain

Now learn the vast amount of general knowledge available on Wikipedia through audio (audio article). You could even learn subconsciously by playing the audio while you are sleeping! If you are planning to listen a lot, you could try using a bone conduction headphone, or a standard speaker instead of an earphone.

Listen on Google Assistant through Extra Audio:
https://assistant.google.com/services/invoke/uid/0000001a130b3f91
Other Wikipedia audio articles at:
https://www.youtube.com/results?search_query=wikipedia+tts
Upload your own Wikipedia articles through:
https://github.com/nodef/wikipedia-tts



"There is only one good, knowledge, and one evil, ignorance."
- Socrates



SUMMARY
=======
Video game localization is the preparation of video game software and hardware for sale in a new region or country. Although translating the text is a large part of localization, the process includes any changes made to a game, including altering art assets, creating new packaging and manuals, recording new audio, transforming hardware, cutting out whole portions of the game due to differing cultural sensitivities and/or local legal requirements, and even adding sections to replace cut content.
The decision to localize a game relies heavily on economic factors, such as the potential profits that could be made in a new country. As such, the process is usually undertaken either by the game developers themselves or by a third-party translating company, though unauthorized fan localizations can occur if a translation is poor quality or if a game is not going to be released in a specific language. As an industrial field, localization is still in development and lacks consistency in terms of implementation and importance. Gathering information about industrial localization practices can often be difficult because of the lack of consistency between companies, as well as non-disclosure agreements many translators have to sign.
The goal of localization is to create an enjoyable, non-confusing play experience for the end user by paying heed to their specific cultural context while being faithful to the source material. The suspension of disbelief is of utmost importance to the process; if a player feels as though the product was not meant for them, or if the localization creates confusion or difficulty in comprehension, this may break immersion and disrupt the player's ability to continue the game.