{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,17]],"date-time":"2026-04-17T07:46:48Z","timestamp":1776412008613,"version":"3.51.2"},"reference-count":52,"publisher":"MDPI AG","issue":"10","license":[{"start":{"date-parts":[[2024,10,17]],"date-time":"2024-10-17T00:00:00Z","timestamp":1729123200000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Information"],"abstract":"<jats:p>The study of linguistics applied to computer science is a much-discussed topic today. In this area, particularly relevant is the software localization process describing the linguistic and cultural adaptation of software products to a specific market scenario. Software localization is going through a phase of strong development due to the great market demand and the current trend of making the computer more human-like in the way it interacts with the user. This paper focuses on \u201clinguistic\u201d localization by addressing the language translation process from the perspective of translation studies. In particular, the process of translating the language assets in a game and making the game linguistically and culturally appropriate for the target market will be explored. The study provides a systematic literature review of the main localization methods developed over the last four decades, along with the major issues and challenges mainly related to the main linguistic and cultural aspects of videogames. The review results are integrated with the results of a qualitative analysis conducted through a focus group with the participation of both academic and professional experts in software and videogame localization. The results of this study are worthwhile for many academics and industry professionals as they provide an in-depth overview of the localization process in software and videogames as well as potential directions for future research.<\/jats:p>","DOI":"10.3390\/info15100648","type":"journal-article","created":{"date-parts":[[2024,10,17]],"date-time":"2024-10-17T03:49:34Z","timestamp":1729136974000},"page":"648","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":7,"title":["The Localization of Software and Video Games: Current State and Future Perspectives"],"prefix":"10.3390","volume":"15","author":[{"ORCID":"https:\/\/orcid.org\/0009-0009-9759-3052","authenticated-orcid":false,"given":"Marco","family":"Pirrone","sequence":"first","affiliation":[{"name":"Doctoral School in Medium and Mediality, Universit\u00e0 degli Studi eCampus, 22060 Novedrate, Italy"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-7565-5963","authenticated-orcid":false,"given":"Arianna","family":"D\u2019Ulizia","sequence":"additional","affiliation":[{"name":"National Research Council of Italy\u2014Institute for Research on Population and Social Policies, 00185 Rome, Italy"}]}],"member":"1968","published-online":{"date-parts":[[2024,10,17]]},"reference":[{"key":"ref_1","doi-asserted-by":"crossref","unstructured":"Esselink, B. 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