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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 ID 100944.
Open this publication in new window or tab >>Towards a deeper understanding of localization as a game development process: Game studio studies in Sweden and China
2025 (English)In: Entertainment Computing, ISSN 1875-9521, E-ISSN 1875-953X, Vol. 54, article id 100944Article in journal (Refereed) Published
Abstract [en]

This paper presents field studies conducted at two indie game development companies – one in Sweden and one in China. The study aims to provide a deeper understanding of the complex nature of indie game development and how indie game developers using a self-publishing business model work with game localization as a part of the development process. The research is guided by the research question “ How do indie game developers prioritize and work with game localization as a development process?” explored from three perspectives: the strategic perspective, where the decisions behind the localization are in focus; the development perspective, exploring the development processes; and the product perspective, using a participatory observation method. The results indicate that game localization is a task among several important tasks, and by omitting to plan for localization can impact the game developed severely. An organizational model of indie game development companies is presented, highlighting the many different development tasks needed to be handled either by using internal or external competences.

Place, publisher, year, edition, pages
Elsevier, 2025
Keywords
Game development, Game localization, Indie game development, Global game industry
National Category
Other Computer and Information Science Media and Communication Studies
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-24973 (URN)10.1016/j.entcom.2025.100944 (DOI)001458876300001 ()2-s2.0-105000856134 (Scopus ID)
Note

CC BY 4.0

Available online 22 March 2025, 100944

Correspondence should be addressed to Marcus Toftedahl; marcus.toftedahl@scienceparkskovde.se

Available from: 2025-03-24 Created: 2025-03-24 Last updated: 2025-09-29Bibliographically approved
Kristensen, L. & Toftedahl, M. (2023). Interview with Ágnes Karolina Bakk (ÁKB) and Alexey Izvalov (AI). Studies in Eastern European Cinema, 14(1), 98-105
Open this publication in new window or tab >>Interview with Ágnes Karolina Bakk (ÁKB) and Alexey Izvalov (AI)
2023 (English)In: Studies in Eastern European Cinema, ISSN 2040-350X, E-ISSN 2040-3518, Vol. 14, no 1, p. 98-105Article in journal, Editorial material (Other (popular science, discussion, etc.)) Published
Place, publisher, year, edition, pages
Taylor & Francis Group, 2023
Keywords
Game development, game developer, performance and games, game jam, localization
National Category
Computer and Information Sciences
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-22179 (URN)10.1080/2040350X.2022.2159161 (DOI)000905477000001 ()2-s2.0-85145457983 (Scopus ID)
Note

Received 06 Dec 2022, Accepted 11 Dec 2022, Published online: 28 Dec 2022

Special Issue on Gaming Eastern Europe: Production, Distribution and Consumption; Guest Editor: Lars Kristensen

Contact: Lars Kristensen lars.kristensen@his.se Department of Game development, School of informatics, University of Skövde, Box 408, Skövde, 541 28, Sweden

Available from: 2023-01-12 Created: 2023-01-12 Last updated: 2025-09-29Bibliographically approved
Toftedahl, M. (2022). Being Local in a Global Industry: Game Localization from an Indie Game Development Perspective. (Doctoral dissertation). Skövde: University of Skövde
Open this publication in new window or tab >>Being Local in a Global Industry: Game Localization from an Indie Game Development Perspective
2022 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

During recent years a rise of small, independent game developers have become a large part of the global game industry. These indie developers are often distributing their games using digital distribution with a self-publishing business model. While the possibilities to reach a large global audience are expanding with digital distribution, there are also challenges for the developers, where the work tasks previously handled by a publisher now has to be handled by the developers themselves. One such work task directly related to the globalness of the game industry is localization, which is the process of altering a product in such ways it can be used by consumers in a specific target market. 

The main objective of the thesis project is to understand how indie game developers are working with game localization as a part of the development process. In this case, "indie" refers to developers with limited resources in terms of financing and manpower, using a self-publishing business model. The research has partly been carried out through participatory field studies in close connection to indie game developers and development clusters in Sweden, China, and India. In addition to this, the technical aspects of game localization have been scrutinized through studies of localization support in commonly used game engines and game development tools.

The results of the thesis show that game localization is an important development task due to the global nature of the game industry, but that its complexity often is underestimated by the developers. To reach a large player base, localization is a must and should be planned for early in the process. Further, the results show that game localization is less resource demanding ifusing a localization friendly production pipeline, and that the tools to set up such production pipelines are available in all major game engines

Abstract [sv]

Under de senaste åren har en ökning av små, oberoende spelutvecklare blivit en stor del av den globala spelindustrin. Dessa indieutvecklare distribuerar ofta sina spel med hjälp av digitala distributionskanaler och agerar ofta även utgivare för sina egna spel. Samtidigt som möjligheterna att nå en stor global publik ökat med digital distribution finns det även utmaningar. Ett exempel är de arbetsuppgifter som tidigare sköttes av en förläggare eller utgivare och som nu måste skötas av utvecklarna själva. En sådan arbetsuppgift är lokalisering, en arbetsuppgift som dessutom är av stor vikt för att kunna nå en global spelarbas. 

Huvudsyftet med denna avhandling är att förstå hur små, oberoende spelutvecklare, ofta kallade indiespelsutvecklare, arbetar med lokalisering som en del av spelutvecklingsprocessen. I det här fallet syftar "indie" på utvecklare med begränsade resurser vad gäller finansiering och arbetskraft och som använder en självpublicerande affärsmodell. Avhandlingsarbetet har delvis utförts genom deltagande fältstudier i nära anslutning till indiespelsutvecklare och spelutvecklingskluster i Sverige, Kina och Indien. Utöver detta har de tekniska aspekterna av spellokalisering granskats genom studier av lokaliseringsstöd i vanligt förekommande spelmotorer och spelutvecklingsverktyg.

Resultaten från avhandlingen visar att spellokalisering är en viktig arbetsuppgift i spelutvecklingssammanhang. Detta på grund av att spelindustrin är global och att ett spel direkt har möjligheten att nå en stor internationell målgrupp. Däremot underskattas komplexiteten gällande lokaliseringsarbete vilket medför att lokaliseringsrelaterade frågor prioriteras ner i tidigt utvecklingsprocessen. Detta kan få stora konsekvenser i ett senare stadie, och resultaten från avhandlingen visar att lokalisering bör planeras tidigt i processen för att spara tid och resurser. Vidare pekar resultaten på att spellokalisering är mindre resurskrävande om man använder en lokaliseringsvänlig produktionspipelineoch att verktyg för att sätta upp sådana produktionspipelines finns tillgängliga i alla vanligt förekommande spelmotorer.

Place, publisher, year, edition, pages
Skövde: University of Skövde, 2022. p. x, 75
Series
Dissertation Series ; 47
Keywords
game development, localization, game development process, indie games
National Category
Computer and Information Sciences
Research subject
GAME Research Group
Identifiers
urn:nbn:se:his:diva-21822 (URN)978-91-987906-1-0 (ISBN)
Public defence
2022-09-29, Portalen, Insikten, Kanikegränd 3B, Skövde, 13:00 (English)
Opponent
Supervisors
Available from: 2022-09-19 Created: 2022-09-16 Last updated: 2025-09-29Bibliographically approved
Wilhelmsson, U., Wang, W., Zhang, R. & Toftedahl, M. (2022). Shift from game-as-a-product to game-as-a-service research trends. Service Oriented Computing and Applications, 16(2), 79-81
Open this publication in new window or tab >>Shift from game-as-a-product to game-as-a-service research trends
2022 (English)In: Service Oriented Computing and Applications, ISSN 1863-2386, E-ISSN 1863-2394, Vol. 16, no 2, p. 79-81Article in journal, Editorial material (Other academic) Published
Place, publisher, year, edition, pages
Springer Nature Switzerland AG, 2022
National Category
Computer and Information Sciences Electrical Engineering, Electronic Engineering, Information Engineering
Research subject
GAME Research Group; Production and Automation Engineering
Identifiers
urn:nbn:se:his:diva-21234 (URN)10.1007/s11761-022-00335-7 (DOI)000811413100001 ()2-s2.0-85132124155 (Scopus ID)
Note

© The Author(s), under exclusive licence to Springer-Verlag London Ltd., part of Springer Nature 2022

© 2022 Springer Nature Switzerland AG. Part of Springer Nature.

Published online: 15 june 2022

Available from: 2022-06-16 Created: 2022-06-16 Last updated: 2025-09-29Bibliographically approved
Toftedahl, M. (2021). Localization Tools in General Purpose Game Engines: A Systematic Mapping Study. International Journal of Computer Games Technology, 2021, Article ID 9979657.
Open this publication in new window or tab >>Localization Tools in General Purpose Game Engines: A Systematic Mapping Study
2021 (English)In: International Journal of Computer Games Technology, ISSN 1687-7047, E-ISSN 1687-7055, Vol. 2021, article id 9979657Article in journal (Refereed) Published
Abstract [en]

This paper addresses localization from a game development perspective by studying the state of tool support for a localization work in general purpose game engines. Using a systematic mapping study, the most commonly used game engines and their official tool libraries are studied. The results indicate that even though localization tools exists for the game engines included in the study, the visibility, availability, and functionality differ. Localization tools that are user facing, i.e., used to create localization, are scarce while many are tool facing, i.e., used to import localization kits made outside the production pipeline.

Place, publisher, year, edition, pages
Hindawi Publishing Corporation, 2021
Keywords
game development, localization, game engine, game development tools, game production, unity, unreal
National Category
Computer Sciences
Research subject
Media, Technology and Culture (MTEC)
Identifiers
urn:nbn:se:his:diva-20404 (URN)10.1155/2021/9979657 (DOI)000680193200001 ()2-s2.0-85112046729 (Scopus ID)
Projects
Game Hub Scandinavia 2.0
Funder
Interreg Öresund-Kattegat-Skagerrak, NYPS 20201849
Note

CC BY 4.0

This research has been funded by the Game Hub Scandinavia 2.0 project under the Interreg Öresund-Kattegat-Skagerrak European Regional Development Fund (Project ID NYPS 20201849).

Available from: 2021-08-12 Created: 2021-08-12 Last updated: 2025-09-29Bibliographically approved
Toftedahl, M. (2020). Localization and Regional Aspects of Game Production - A Research Overview. In: Katherine Blashki (Ed.), Proceedings of the International Conferences on Interfaces and Human Computer Interaction 2020, and Game and Entertainment Technologies 2020: July 23 - 25, 2020. Paper presented at 14th IADIS International Conference Interfaces and Human Computer Interaction 2020, IHCI 2020 and 13th IADIS International Conference Game and Entertainment Technologies 2020, GET 2020, Part of the 14th Multi Conference on Computer Science and Information Systems, MCCSIS 2020, Virtual, Online, 23 July 2020 - 25 July 2020 (pp. 135-143). IADIS Press
Open this publication in new window or tab >>Localization and Regional Aspects of Game Production - A Research Overview
2020 (English)In: Proceedings of the International Conferences on Interfaces and Human Computer Interaction 2020, and Game and Entertainment Technologies 2020: July 23 - 25, 2020 / [ed] Katherine Blashki, IADIS Press, 2020, p. 135-143Conference paper, Published paper (Refereed)
Abstract [en]

This paper focus on how localization is addressed in research on game development processes. The research aim is to get an understanding of how localization, game localization and its subsets of content and cultural issues, linguistic issues and technical issues are addressed and discussed in game development research. This has been done through a literature study, where 488 papers regarding game development processes have been scrutinized in order to identify game localization related research. The results shows that localization is rarely addressed in game development research, but regional aspects and relevant concepts related to game localization can be found.

Place, publisher, year, edition, pages
IADIS Press, 2020
Series
Computer Science and Information Systems Series
Keywords
localization, game development, regional aspects, game development, creative industries, software development, dataspel, lokalisering, dataspelsutveckling
National Category
Computer and Information Sciences
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-18877 (URN)2-s2.0-85101136348 (Scopus ID)978-989-8704-20-7 (ISBN)
Conference
14th IADIS International Conference Interfaces and Human Computer Interaction 2020, IHCI 2020 and 13th IADIS International Conference Game and Entertainment Technologies 2020, GET 2020, Part of the 14th Multi Conference on Computer Science and Information Systems, MCCSIS 2020, Virtual, Online, 23 July 2020 - 25 July 2020
Projects
Game Hub Scandinavia 2.0
Funder
Interreg Öresund-Kattegat-Skagerrak
Note

International Association for Development of the Information Society

Available from: 2020-08-12 Created: 2020-08-12 Last updated: 2025-09-29Bibliographically approved
Engström, H., Lyu, R., Backlund, P., Toftedahl, M. & Rosendahl Ehmsen, P. (2020). Shared learning objectives in interdisciplinary projects: Game design in a Sino-Scandinavian context. Journal of University Teaching and Learning Practice, 17(1), 1-22, Article ID 4.
Open this publication in new window or tab >>Shared learning objectives in interdisciplinary projects: Game design in a Sino-Scandinavian context
Show others...
2020 (English)In: Journal of University Teaching and Learning Practice, E-ISSN 1449-9789, Vol. 17, no 1, p. 1-22, article id 4Article in journal (Refereed) Published
Abstract [en]

The learning goals of project-based courses are typically specific for each involved discipline. Game development is deeply interdisciplinary and some of its core principles are shared across disciplines, from art to programming. This article presents a project-based approach where students majoring in arts and students majoring in technology share learning objectives. The course has been developed in a Sino- Scandinavian collaboration. Experiences from well-established Scandinavian game development programmes have been transferred to a Chinese university context.

This article presents an explorative mixed method evaluation of this course. The research design had two phases with an initial qualitative analysis resulting in a set of observations that were tested in the second, quantitative phase. A total of 34 students from a range of disciplines participated in a two week course. The quantitative analysis shows that art (n=13) and technology (n=14) students' reported very similar experiences and similar insights into core learning objectives. This study shows that deeply interdisciplinary project-based courses, with shared learning objectives can successfully be conducted even in a context with no prior experience of such approaches.

Place, publisher, year, edition, pages
Wollongong, NSW, Australia: University of Wollongong, 2020
Keywords
project-based learning, interdisciplinary, sino-scandinavian, digital games, game design
National Category
Educational Sciences
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-18208 (URN)000514818800004 ()2-s2.0-85079623196 (Scopus ID)
Projects
Game Hub Scandinavia 2.0
Funder
European Regional Development Fund (ERDF), NYPS 20201849
Available from: 2020-02-18 Created: 2020-02-18 Last updated: 2025-09-29Bibliographically approved
Toftedahl, M. & Engström, H. (2019). A Taxonomy of Game Engines and the Tools that Drive the Industry. In: Akinori Nakamura (Ed.), DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix. Paper presented at DiGRA 2019, The 12th Digital Games Research Association Conference, Kyoto, Japan, August, 6-10, 2019. Digital Games Research Association (DiGRA)
Open this publication in new window or tab >>A Taxonomy of Game Engines and the Tools that Drive the Industry
2019 (English)In: DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix / [ed] Akinori Nakamura, Digital Games Research Association (DiGRA) , 2019Conference paper, Published paper (Refereed)
Abstract [en]

Game engines are a vital part of a game production pipeline, but there is a vagueness of definitions regarding the boundaries of components in a game engine and the rest of the production tools used in a game development pipeline. The aim of this paper is to nuance the use of the term game engine and to put it into the context of a game development pipeline. Based on data from the current state of game production, a proposed taxonomy for tools in game development is presented. A distinction is made between user facing tools and product facing tools. A defining characteristic of the production pipeline and game engines is their plasticity. One of the conclusions is that a “game engine” as a single entity containing the whole game production pipeline is not desirable due to the large number of competences and needs involved in a game development project.

Place, publisher, year, edition, pages
Digital Games Research Association (DiGRA), 2019
Series
Digital Games Research Association (DiGRA), E-ISSN 2342-9666
Keywords
Game production, Game research, Game industry, Game engines, Game production tools
National Category
Other Engineering and Technologies
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-17706 (URN)
Conference
DiGRA 2019, The 12th Digital Games Research Association Conference, Kyoto, Japan, August, 6-10, 2019
Projects
Game Hub Scandinavia 2.0
Funder
Interreg Öresund-Kattegat-Skagerrak, NYPS 20200428
Available from: 2019-09-19 Created: 2019-09-19 Last updated: 2025-09-29Bibliographically approved
Engström, H., Berg Marklund, B., Backlund, P. & Toftedahl, M. (2018). Game development from a software and creative product perspective: A quantitative literature review approach. Entertainment Computing, 27, 10-22
Open this publication in new window or tab >>Game development from a software and creative product perspective: A quantitative literature review approach
2018 (English)In: Entertainment Computing, ISSN 1875-9521, E-ISSN 1875-953X, Vol. 27, p. 10-22Article in journal (Refereed) Published
Abstract [en]

This article presents the methodology and initial analysis of a systematic literature review that aims to explore how the craft and processes of game development have been studied in previous research. In particular, the review focuses on how previous research treats the inherent duality of video game development, since it both involves computer software development and creative production. Researchers are often in a position where they need to emphasize game development’s relation to one of these disciplines, and it is not unusual for game development to be treated as a direct offspring of one field with some mild influences from another. Employing a more all-encompassing review approach, that includes research conducted from the perspectives of both com- puter science and the arts and humanities equally, makes the presented study different from previous literature reviews. The results show that there is a tendency that the management of software development has a negative correlation with the management of creativity in the studied material. The heterogenity of the fields and the limited amount of studies that focus on the duality of game development suggest that there is a need for a deeper analysis of the individual components and to synthesize results from disparate fields. 

Place, publisher, year, edition, pages
Elsevier, 2018
Keywords
Video game, Creative product, Software development, Creativity management, Systematic literature review
National Category
Information Systems
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-14980 (URN)10.1016/j.entcom.2018.02.008 (DOI)000440594100002 ()2-s2.0-85044109809 (Scopus ID)
Projects
Game Hub Scandinavia
Funder
Interreg Öresund-Kattegat-Skagerrak, NYPS 20200428
Note

© 2018 Elsevier B.V. All rights reserved. The RightsLink Digital Licensing and Rights Management Service (including RightsLink for Open Access) is available (A) to users of copyrighted works found at the websites of participating publishers who are seeking permissions or licenses to use those works, and (B) to authors of articles and other manuscripts who are seeking to pay author publication charges in connection with the submission of their works to publishers. 

Available from: 2018-03-23 Created: 2018-03-23 Last updated: 2025-09-29Bibliographically approved
Toftedahl, M., Backlund, P. & Engström, H. (2018). Localization from an Indie Game Production Perspective: Why, When and How?. In: DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message. Paper presented at DIGRA 2018: The 11th Digital Games Research Association Conference, Turin, Italy, July 25-28, 2018. Digital Games Research Association (DiGRA)
Open this publication in new window or tab >>Localization from an Indie Game Production Perspective: Why, When and How?
2018 (English)In: DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message, Digital Games Research Association (DiGRA) , 2018Conference paper, Published paper (Refereed)
Abstract [en]

This paper investigates the process of game localization from an indie development perspective. The global nature of the digitally distributed game industry gives opportunities for game studios of all sizes to develop and distribute games on a global market. This poses a challenge for small independent developers with limited resources in funding and personnel, seeking to get as wide spread of their game as possible. To reach the players in other regions of the world localization needs to be done, taking language and other regional differences in mind. In an AAA or big-budget game production, these questions are handled by separate entities focusing solely on the localization process – but how do small independent game developers handle this? Indie game developers in Sweden, China and India have been interviewed to investigate the research question of how do indie game developers handle localization in the development process. The results points to a widespread use of community- and fan translation, and that only basic localization is done i.e. culturalization aspects are not considered. The results also show that the reason for localizing can be both business decisions but also to spread a specific message using games.

Place, publisher, year, edition, pages
Digital Games Research Association (DiGRA), 2018
Series
Digital Games Research Association (DiGRA), E-ISSN 2342-9666
Keywords
game development, indie game, localization, game production
National Category
Computer and Information Sciences
Research subject
Interaction Lab (ILAB)
Identifiers
urn:nbn:se:his:diva-16133 (URN)
Conference
DIGRA 2018: The 11th Digital Games Research Association Conference, Turin, Italy, July 25-28, 2018
Funder
Interreg Öresund-Kattegat-Skagerrak
Available from: 2018-09-03 Created: 2018-09-03 Last updated: 2025-09-29
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-8291-1793

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