{"id":270,"date":"2019-12-16T14:08:49","date_gmt":"2019-12-16T14:08:49","guid":{"rendered":"http:\/\/trends.memoq.com\/?page_id=270"},"modified":"2020-01-20T15:16:16","modified_gmt":"2020-01-20T15:16:16","slug":"the-global-gaming-localization-market-is-growing","status":"publish","type":"page","link":"https:\/\/trends.memoq.com\/the-global-gaming-localization-market-is-growing\/","title":{"rendered":"The Global Game Localization Market Is Growing"},"content":{"rendered":"<h2>\n\t\tThese Are the 2020 Gaming Trends\n\t<\/h2>\n\t<p>In 2019, the gaming industry closed another successful year with more than <a href=\"https:\/\/venturebeat.com\/2020\/01\/02\/superdata-games-hit-120-1-billion-in-2019-with-fortnite-topping-1-8-billion\/\">$120 billion in revenue<\/a>, making it one of the largest industries in the world. Localization has been instrumental in powering the industry. Adapting to local markets allows gaming companies to release their products around the world. How will the industry continue to grow in the future? Read on to learn about game localization trends in 2020.\u00a0<\/p>\n<h3>\n\t\tContent Everywhere\n\t<\/h3>\n\t<p>Games are increasingly becoming services instead of standalone products that players buy once in a complete state and play for several hours until they finish the single-player campaign. Nowadays, development of games continues even after launch. Bug fixes, updates, downloadable content (DLC), and special events are some of the extra content that is continuously added to games, sometimes years after initial release. The extra content must be localized too, of course.<\/p>\n<p>&nbsp;<\/p>\n<p>With the growth of free-to-play (F2P) games, which make profit from buyable extras (such as skins, icons, or additional lives or time), developers need to add attractive content on a regular basis to tempt players to make a purchase. The old trend of selling items that help you beat other players in online multiplayer games, known as \u201cpay to win\u201d is fortunately long gone, but developers then turned to loot boxes instead. These sometimes provide in-game advantages and have been accused of being like gambling due to their element of chance, angering many players. In-game additions must be not only localized, but also promoted, which means marketing material is constantly being created and translated. Besides, many F2P games make revenue from advertisements, and guess what? Those ads must be shown to players in their native language, too, in order to be most effective.<\/p>\n<section>\n  After a teenager won three million dollars at <a href=\"https:\/\/www.cnbc.com\/2019\/07\/29\/fortnite-world-cup-us-teen-wins-3-million-at-video-game-tournament.html\">Fortnite\u2019s first World Cup<\/a>\u2014a higher prize pool than even that of the old classic Roland-Garros\u2014the e-sports scene gained significant media coverage, the writing and translating of which required the skills of specialized linguists. Developers usually have blogs, too, in which they publish news and articles on their games and tournaments in several languages. This content is technically considered media localization, but it is still the job of linguists with game knowledge to translate it accurately.<\/section>\n\t<article>\n\t\t<header>&quot;If access to AAA games is facilitated for more casual players, considering people would rather play in their native language, this would mean localization efforts should be increased in order to meet the players\u2019 expectations.&quot;<\/header>\n\t\t\t\t\t<footer>\n\t\t\t\t<img loading=\"lazy\" decoding=\"async\" width=\"96\" height=\"96\" src=\"https:\/\/trends.memoq.com\/wp-content\/uploads\/2020\/01\/SdM-400-e1578929894548.png\" alt=\"Santiago de Miguel\" \/>\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t<\/footer>\n\t\t\t<\/article>\n\t<center><a href=\"https:\/\/santiagodemiguel.com\/home\/\"><b>Santiago de Miguel<\/b>\n&#8211; Games and Audiovisual Translator<\/a><\/center>\n\t<p>Game stores and consoles have been trying to help gamers play their favorite games on different devices for some time now, but none of their efforts have been particularly successful. However, Google recently launched <a href=\"https:\/\/stadia.google.com\/\">Stadia<\/a>, a subscription service that allows you to play on your computer, TV, or smartphone without the need to buy a dedicated console or graphics card. Hard-core gamers will probably stick to their super high-end gaming PCs, but services such as Stadia will certainly be appealing to the more casual players who do not want to dive into the waters of overclocking, memory speeds, and frame rates. These players simply want to press play wherever they are and enjoy the latest games everyone is talking about.<\/p>\n<p>&nbsp;<\/p>\n<p>In fact, considering that the already huge popularity of mobile games still continues to expand every year, it makes perfect sense that companies are rushing to bring AAA games to the mobile scene. This has already been done for some big titles, such as Grand Theft Auto, but never in the way Google is doing it now.<\/p>\n<h3>\n\t\tNew Revenue Models\n\t<\/h3>\n\t<p>Console and PC games have begun to use a tactic used by mobile game developers. They release games and allow users to buy power-ups and loot chests, or in the case of sports games, packs. The results have been tremendous for these companies. Recently, Destiny 2 became free to play, with extra content and crates generating income through in-game purchases.<\/p>\n<p>&nbsp;<\/p>\n<p>There are some drawbacks to this business model, however. Several countries are starting to look at loot packs to determine whether <a href=\"https:\/\/www.businessinsider.com\/loot-boxes-gambling-illegal-2019-5\">they should be allowed<\/a>. In recent testimony to the UK Parliament, EA came under public fire for calling loot boxes &#8220;surprise mechanics&#8221; and comparing them to Kinder Eggs.\u00a0\u00a0\u00a0<\/p>\n<p>&nbsp;<\/p>\n<p>Bills introduced in the United States and some European countries aim to ban loot boxes and pay-to-play games aimed at minors. Gaming companies will need to keep these bills in mind when planning their localization strategy in 2020. Look for new content to take the place of loot boxes soon.\u00a0<\/p>\n<h3>\n\t\tContinuous Localization \n\t<\/h3>\n\t<p>Continuous localization of games will be one of the main trends of 2020.<\/p>\n<p>&nbsp;<\/p>\n<p>Software teams began relying on agile development cycles years ago, creating a need for agile localization. Under agile cycles, projects rely on small, frequent drops to complete projects quickly. These teams no longer want to accumulate minimum fees for small batches of text from language service providers who themselves are investing in the technology needed to meet quick turnaround.<\/p>\n<p>&nbsp;<\/p>\n<p>The problem is that sometimes these tools can\u2019t meet the needs of teams relying on fast results.\u00a0<\/p>\n<p>&nbsp;<\/p>\n<p>Continuous localization relies on automation with a localization tool identifying which strings need translation and when, sending them for localization, and loading them back into the product when translated.\u00a0<\/p>\n<p>&nbsp;<\/p>\n<p>In 2020, we expect companies to use tools to improve localization and realize faster results.\u00a0<\/p>\n<h3>\n\t\t The Death of the Disc\n\t<\/h3>\n\t<p>One of the many reasons that GameStop has seen a sharp decline in profits is that people now stream or download their games instead of buying. Next-generation consoles seem primed to move away from game discs. Xbox, for example, will have two options for gamers, one of which will be a lower cost device that runs on downloads and streaming services only. PlayStation and Sony spent millions of dollars in 2019 developing and buying streaming technology, making it obvious that they believe the future does not include gaming discs.<\/p>\n<p>&nbsp;<\/p>\n<p>Few people playing on PCs buy discs anymore. Now they go on Steam or similar services and buy the rights to games. They simply pay for a game, download it, and play it. There&#8217;s no need for them to leave their house and wait in line for a new release. We expect that in 2020 discs will become increasingly rare. Within the next five years, it&#8217;s doubtful that any new titles will be released on disc.\u00a0<\/p>\n<h3>\n\t\tStreaming And Subscription Services\n\t<\/h3>\n\t<p>For $15 a month, Xbox owners can stream and play over 150 games on their Xbox, including every new Microsoft Studios release. PlayStation has a similar program, and it&#8217;s believed that the PS5 will leverage an improved streaming service to sell more consoles.<\/p>\n<p>&nbsp;<\/p>\n<p>Meanwhile, there are also subscription services, such as Utomik, GameFly, and others for which you pay a monthly fee and have access to, but don\u2019t own, games. In most cases, these games don&#8217;t require downloading, and services like GameFly allow you to stream games without a console as long as you have a smart TV or Amazon Fire Stick.\u00a0\u00a0\u00a0<\/p>\n<p>&nbsp;<\/p>\n<p>Due to internet speed limitations, streaming games and subscription services weren&#8217;t viable until a few years ago. Now that high-speed internet is on the rise in India, China, and other countries, expect more companies to localize streaming services to those markets. In China and India, local game developers can strike deals with these streaming services to put their games in front of local audiences.\u00a0<\/p>\n<h3>\n\t\tMobile Games\n\t<\/h3>\n\t<p>As mentioned previously, mobile games are big business. Candy Crush Saga, for example, made over <a href=\"https:\/\/www.statista.com\/statistics\/263988\/top-grossing-mobile-ios-gaming-apps-ranked-by-daily-revenue\/\">$1.6 million a day<\/a> in November 2019. The game is free to download and play, but the creators have extras that people can buy, which generates revenue.<\/p>\n<p>&nbsp;<\/p>\n<p>Increased localization of mobile games will boost profits for developers around the world. Improved localization processes will allow developers to release their games throughout the world without delay and meet the demands of mobile companies and regulators in other countries.\u00a0\u00a0<\/p>\n<h3>\n\t\tDevelop Your Strategy for Game Localization\n\t<\/h3>\n\t<p>If you want your game to be a success, you need to focus on individual local markets. Following these game localization trends in 2020 will help your next project become a global success.\u00a0<\/p>\n<h4>\n\t\tIf you want to find out what we can do to help you succeed, schedule a discovery call with us today!\n\t<\/h4>\n\t<center>[hubspot type=cta portal=4746251 id=bcdb0bc7-047b-47a1-8587-602ac164aa30]<\/center>\n\t<p>For more information on memoQ\u2019s game localization services, please click <a href=\"https:\/\/www.memoq.com\/solutions\/game-localization\">here<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>These Are the 2020 Gaming Trends In 2019, the gaming industry closed another successful year with more than $120 billion in revenue, making it one of the largest industries in the world. Localization has been instrumental in powering the industry. [&hellip;]<\/p>\n","protected":false},"author":14,"featured_media":299,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"categories":[8,10],"class_list":["post-270","page","type-page","status-publish","has-post-thumbnail","hentry","category-8","category-trend"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v23.4 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>The Global Game Localization Market Is Growing - memoQ Trends<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/trends.memoq.com\/the-global-gaming-localization-market-is-growing\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"The Global Game Localization Market Is Growing\" \/>\n<meta property=\"og:description\" content=\"It will come as no surprise that the gaming industry has taken the world by storm. 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