Localization in Translation
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“In this book, Miguel Ángel Jiménez-Crespo unravels the concept of localiza-
tion, masterfully exploring the nuances of adapting content for diverse media,
be it software, websites, mobile apps, or video games. The author also pro-
vides insight into the latest developments in the field, such as Large Language
Models (LLMs), Artificial Intelligence, and Green Localization, and proposes
future research avenues. Theoretical and practical insights, real-world exam-
ples, and expert tips make this a comprehensive companion for translation
students and researchers, as well as novice and seasoned professionals in the
realm of localization’’.
Carme Mangiron, Universitat Autònoma
de Barcelona, Spain
Localization in Translation
Series Editor:
Sergey Tyulenev is Professor of Translation Studies and Director of
Postgraduate Research at the School of Modern Languages and Cultures,
Durham University, UK.
Advisory Board
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Localization in Translation
Miguel A. Jiménez-Crespo
Designed cover image: zokara, Getty
First published 2024
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© 2024 Miguel A. Jiménez-Crespo
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British Library Cataloguing-in-Publication Data
A catalogue record for this book is available from the British Library
Library of Congress Cataloging-in-Publication Data
Names: Jiménez-Crespo, Miguel A., author.
Title: Localization in translation / Miguel A. Jiménez-Crespo.
Description: Abingdon, Oxon ; New York, NY : Routledge, 2024. | Series:
Routledge introductions to translation and interpreting | Includes
bibliographical references and index. |
Identifiers: LCCN 2023051902 (print) | LCCN 2023051903 (ebook) | ISBN
9781032375762 (hardback) | ISBN 9781032357300 (paperback) | ISBN
9781003340904 (ebook)
Subjects: LCSH: Translating and interpreting--Technological innovations. |
Software localization.
Classification: LCC P306.97.T73 L63 2024 (print) | LCC P306.97.T73
(ebook) | DDC 418/.020285--dc23/eng/20231229
LC record available at https://lccn.loc.gov/2023051902
LC ebook record available at https://lccn.loc.gov/2023051903
ISBN: 978-1-032-37576-2 (hbk)
ISBN: 978-1-032-35730-0 (pbk)
ISBN: 978-1-003-34090-4 (ebk)
DOI: 10.4324/9781003340904
Typeset in Sabon
by Deanta Global Publishing Services, Chennai, India
Access the Support Material: http://routledgetranslationstudiesportal.com/
Contents
List of Figures ix
List of Tables xi
Acknowledgments xii
List of Abbreviations xiii
1 Introduction 1
4 Quality in localization 60
5 Culture in localization 78
viii Contents
Bibliography 289
Index 320
Figures
x Figures
Acknowledgments
First of all, I would like to thank the Editor of this book series, Sergey
Tyulenev, for the kind invitation to write this book on localization, and for
insisting on and motivating me to complete this project.
My thanks go to Dr. Stephen Doherty, as well as the entire faculty of
Interpreting and Translation Studies at the University of New South Wales,
Australia, for the invitation to be a visiting researcher in Fall 2022, where
part of this book was researched and written. This book would have not been
possible without the support and the outstanding intellectual environment
they provided for the writing process.
My thanks go to my family in Úbeda, Spain, for their unconditional love
and support. My thanks also go to my family in Sydney, especially Alan D.
and the entire Davies family. This book project owes a lot to your love and
support.
I am very grateful to J. Schroepfer for the help with the editing process and
to my dear colleagues and friends, all of whom are localization and transla-
tion technology scholars, who provided feedback during my writing process:
V. Enríquez-Raido, M. Tercedor, C. I. López-Rodriguez, M. Mata Pastor, C.
Mangiron, J. Moorkens, and L. Ramírez-Polo. Your invaluable feedback and
comments on the initial chapters have made this project stronger.
Last but not least, I would like to thank a number of scholars who gave
permission to reproduce images or figures from their works, namely A. Pym,
M. Taibi, and D. Katan, as well as Alchemy Software Development for pro-
viding images of Alchemy Catalyst.
Abbreviations
1 Introduction
Key questions
Summary
This first chapter is an introduction to this book and describes it for the
intended audience. It presents localization and localization phenomena within
the context of our digital world. It discusses the structure of the five distinct
parts of the book: definitions and concepts (Part 1), localization processes,
workflows, and quality assessment (Part 2), issues common to all localization
types, such as the roles of culture, interactivity, multimodality, accessibility,
or textual and discursive issues (Part 3), software, web, video game, and app
localization (Part 4), and perspectives in localization, such as Neural Machine
Translation in localization, generative Large Language Models (LLMs), and
Artificial Intelligence (AI) (Part 5). It then explains the rationale for choosing
some of the basic terms used, such as “localization”, “localizer”, “localiza-
tion products” or “users”. Finally, this introductory chapter describes how
instructors may potentially approach the book, and how to complement the
book with additional resources, materials, and activities.
DOI: 10.4324/9781003340904-1
2 Inroduction
its role to those unfamiliar with the industry” (Esselink 2022: 92). One of
the main objectives of this book is precisely that: to make this unfamiliar set
of practices “familiar” to readers. I have written this book in an accessible
manner to contribute to what we could call “localization literacy”, mirroring
recent publications on “machine translation literacy” for professional circles
and society (e.g., Bowker and Buitrago Ciro 2019a; Kenny 2022). Thus, my
intention is to help prepare future experts who can contribute to making
the many technological, cultural, textual, user-oriented, or theoretical issues
surrounding localization “familiar” to other industry experts and the wider
public alike.
to each type, such as the main formats, processes, assets, or associated digi-
tal genres (Chapters 8, 9, 10, and 11). The book ends (Part 5, Chapters 12
and 13) by projecting the study of localization into the future, with Chapter
12 focusing on perspectives such as the use of MT or generative LLMs. It
also includes a focus on environmental and social issues, such as the digital
era’s potential impact on the planet, and, more specifically, a discussion on
the notion of sustainability and “green localization”. Since most localization
training programs might involve both practical and research projects (such as
BA or graduate theses), Chapter 13 presents a practical overview of how to
conduct research on localization. It describes the basic steps, tools, and meth-
odologies that have been used to date, and it opens the field to innovative
future projects that might change the future of Translation and Localization
Studies as we know them.
developed, stored, rebuilt, and retrieved. It also includes, among many other
skills, knowledge about the wide range of constraints in the development
and management process that might impose limitations or restrictions on the
actual task during localization. “Localizers” are required to know how to
interact with other members of a localization team and to identify their roles,
etc. As such, an expert “localizer” is not just a “translator” who specializes
in “digital texts”, but an expert in “localization”, and, therefore, the term
“localizer” subsumes all the different components of the professional locali-
zation competence that you will acquire by the time you finish this book. Yes,
you might be an outstanding technical translator who worked in a highly
technical flight simulator video game, but if you specialize primarily in this
type of video game, then you become a “localizer” and a member of a “local-
ization team”. There is no clear boundary between those two terms following
a prototype approach to the definition of “translation” and “translation-
related” phenomena (Halverson 1999, 2010). As Shreve indicates, “[i]n the
context of today’s language industry, work activities are tending to broaden
in scope, rather than becoming more definable and coherent” (Shreve 2020:
154). In some cases, some professionals will be exemplars at the center of
the prototype of what a “localizer” might be, whereas some others, such as
those that specialize in web content for a digital news outlet, might be more
at the periphery and closer to what we consider to be a “translator” or even
a “linguist”, if we follow industry lingo (Jiménez-Crespo 2018).
In this book, I also use the terms “products” and “texts” to refer to the
objects of localization processes. The industry often uses “products” to refer
to the fact that a localized digital device might need to have a specific power
plug to be sold in a specific region (LISA 2004). The localization process can
thus include all sorts of legal, technical, or regulatory issues for a “product”
to be distributed and sold in a different “locale”. For example, a localized
digital web campaign might need to follow specific regulatory restrictions for
a particular market, such as how products can be marketed to different ages
or audiences. As far as the notion of “texts” goes, in contemporary concep-
tualizations of TS, a “text” includes any meaning-making mode that might
be used to communicate information, not just the actual text we can read.
For example, a “video game” is a unitary single “text” that is composed of
information delivered to the user by different channels (text-linguistic, aural,
video, sound, movement, tactile, etc.). This is precisely what the notion of
“multimodal texts” means (see the section on “multimodality” in Chapter
6). Both terms are used because not all “texts” subject to localization are
“products” (but all “products” normally contain “texts”), as many objects
of localization processes (e.g., a non-profit website) are not intended to be
sold or be part of any commercial process.
In addition, this book also primarily uses the terms “users” and “audi-
ences” to refer to those who interact with the localized digital products. Yes,
web users “read” the “content text” included in a webpage, but they “read”
differently (e.g., Nielsen 2001) – for example, there is more scanning and
Introduction 9
skipping involved in web-based reading than on paper (see Chapter 7). One
of the main differentiating features of localization is that digital texts are
meant to be interacted with. Users chart their own paths and engage in a
dialogic exchange with the localized text. The term “users” is also justified
in localization because “usability” and “usability experience” are two key
issues specific to localization (e.g., Nielsen 2012; Mrochen 2017; Bowker
and Buitrago Ciro 2019). “User orientation” in translation in general has
become a key research area in the field (Suojanen et al. 2015),5 but “web” or
“game” usability is radically different, given the interactive nature of digital
texts.
For instructors
This book has been conceptualized from the start as a reading and practi-
cal component for a comprehensive localization course or a general intro-
duction to localization from an interdisciplinary perspective. It intends
to provide a wide-ranging overview of the main theoretical and practical
issues related to the set of phenomena that make up what we know as
“localization”. In some cases, training programs might focus exclusively
on one or more translation types, such as software programs or video game
localization. No matter the approach to the main localization types chosen,
this book provides a cross-sectional overview of common areas in which
all localization types intersect (e.g., internationalization readiness, acces-
sibility, usability, digital genres, MT, or green localization), as well as spe-
cific knowledge exclusive to each localization type in chapters dedicated to
the localization of software (Chapter 8), web content (Chapter 9), video
games (Chapter 10), or apps (Chapter 11). The book can also serve as a
reference for programs that focus exclusively on one or two localization
types, in combination with some of the seminal works that already exist for
each type. Anyone learning about software localization will greatly benefit,
for example, by critically studying how game accessibility in localization
can help expand this same area in their own specialization. Each chap-
ter recommends additional readings to expand on the content presented,
and an effort has been made to provide recommendations to freely avail-
able resources. As it is impossible to cover all areas of the world, chapters
should also be complemented with specific readings for specific locale com-
binations or in languages other than English. Even though many resources
are presented in this book, especially those studies that are published in
English, many others exist. Recently, for example, several scholars have
published work on video game localization in Saudi Arabia (Al-Batineh
and Alawneh 2021, 2022; Al-Batineh 2023), Iran (Afzali and Zahiri 2022;
Vahedi Kakhki 2022; Jooyaeian and Khoshsaligheh 2022; Zoraqi and Kafi
2023), and China (e.g., Peng 2022). The recently launched L10N Journal
(https://l10njournal.net/), for example, publishes a large number of papers
in Slovak and English (Kabat 2023). The list of resources is endless, and
10 Inroduction
Notes
1 The first localized versions of the popular Microsoft Windows software were
released in 1986.
2 Common Sense Advisory (2023) refers to this slower growth as the “post-locali-
zation” era.
3 This is related to a competence described in the EMT Framework (26th Personal
and Interpersonal), the objective of which is to “continuously self-evaluate,
update, and develop competences and skills through personal strategies and col-
laborative learning, and acknowledge the importance of lifelong learning” (EMT
Board 2022).
4 For Pöchhacker, interpreting can be conceptualized under “Translation” with a
capital T “to indicate the hypernymic sense of translational activity” (2022: 149),
but he proposes an alternative formulation that includes the verb “say” in the
definition of interpreting or highlighting its oral or spoken nature.
5 Recent research on “Easy Language” has included the notions of usability in
the study of translated texts in print. However, this is not related to localization
aspects such as how “usability” impacts interactivity or functionality.
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