This is a summary of the research project completed by All Correct staff in April-June 2015 and presented at Game QA & Localisation Forum Barcelona.
Do players skip a lot of text when playing? Do they prefer voiceovers over subtitles? What’s their attitude to swear-words and memes? What localization errors are most irritating to the gamers? Can they name the best and worst voice overs? Are female players more sensitive to gender-neutral address? A survey published on a major gaming portal contained several dozen structured questions, and gathered a massive 1,800+responses. We also applied qualitative methods to a narrower focus group for deeper insights.
Market Analysis in the 5 Largest Economic Countries in Southeast Asia.pdf
Subtitles are Enough and Other Stories - Research Report
1. What Russian players think makes
a good localization: research report
Anastasia Kosareva, Demid Tishin
Barcelona 2015
2. Session outline
Presentation
• Research background, goals and design
• Overview of survey respondents
• Summary of responses
• Focus group: hypotheses and key findings
• Summary
• Lessons learned
• Future steps
Discussion
• Application scenarios
3. Why research?
• Establish communication with end-users
• Identify bottlenecks in localization production
• Improve workflows on dev side and loc side
• Improve image of localization vendors in
gaming community
4. Objectives
• Publish research summary for all stakeholders
as widely as possible
• Involve publishers in discussion
• Update own work instructions and loc
specification defaults
5. Design
• Open survey on a major gaming portal
– www.riotpixels.ru
– 1800+ responses
– 95% responses gathered over 1 week
• Representative focus-group
– 100 respondents matching publicly
available player distribution reports
(gender, age and platforms)
– Respondents with more detailed answers
were preferred
– Inductive analysis
– Hypotheses testing
57. Some hypotheses we checked
• Gamers with a higher proficiency in English prefer to play games
in their original language – confirmed
• Women are more sensitive to gender-neutral address – not
confirmed: both men and women dislike it
• Mobile gamers are more tolerant of errors than PC gamers –
controversial: close-type answers show that language fluency is
equally important in the two groups, but mobile gamers were 4
times less active naming loc issues in open answers. Could be
explained by less text in mobile games
• Hardcore gamers are more tolerant of gaming slang – confirmed
• RPG gamers are less sensitive to abbreviations – not confirmed.
Most sensitive: simulation / tycoon players, least sensitive –
arcade & puzzle players
• Hardcore gamers are less sensitive to memes – the opposite
correlation shows. Could be explained by bigger immersion of
hardcore gamers
58. Summary
• Good localization is important for UX, but it’s not the
decisive factor in player's loyalty
• Voiceover is appreciated – provided there’s a language
switch, and voices sound natural and match characters
• Subtitles are crucial, and should match video
• The majority of Russian players read all in-game text
• Mistranslations are common and irritating
• Bad fonts, truncations, abbreviations and gender-neutral
address all spoil UX
• Russian players pay attention to text fluency, spelling and
grammar
• Realisitic speech registers are crucial for UX
• Swearings are generally appreciated, while gaming slang
and memes are a thumbs-down
• Players lack means to give feedback on loc
dtishin@allcorrectgames.com
59. Lessons learned
• There’s little or no correlation between age /
gender / language proficiency and core
responses
• Focus on correlations between platforms /
genres / time spent on gaming and
localization preferences instead
• Double-check questions for clarity
• Use rubrics instead of open-type questions
• Sampling – use multiple / general survey
platforms (Facebook?)
dtishin@allcorrectgames.com
60. Future steps
Involve publishers in discussion
• Create a mailing list
• Distribute research summary for all
stakeholders as widely as possible July 2015
• Update own work instructions and loc
specification defaults
• Initiate a wider-scale research
• Project facilitation meeting:
Las Vegas QA & Loc Forum Dec 2015
• Prepare and circulate a best practices paper
dtishin@allcorrectgames.com
61. What can we change?
• Give loc vendors more time
• Give loc vendors more context (builds, please :)
• Enable efficient communication between dev and
loc
• Develop common requirements to localization
quality experts
• Dev: go deep with loc engineering – language
switch, fonts, text resizing and grammatical
tokens
• Loop back to loc vendor for overall check before
release
dtishin@allcorrectgames.com