In countries with low government centralization, the market tends to be messy, for both the provider and the buyer. There are lots of small players and individual interpreters that compete for a myriad of small contracts and individual assignments. For both the buyer and the provider this usually means that a lot of time is wasted on the procurement process and there is usually an overload of bureaucracy. In these markets, we won’t see many large players because it is much harder for an LSP to make significant profits. Examples of this are countries like Germany, France, Italy, and Belgium.
In countries with high government centralization, usually one or two large players occupy the majority of the market. While this significantly reduces the time spent on procurement, it also means that these one or two large players are in a monopoly position. This poses a number of risks that can have a negative knock-on effect:
A medium level of centralization is the Goldilocks Zone countries should aim for.
Examples of this can be found in Australia, the US, Canada, and the UK.
There are many different ways to look at the size of the language services industry. Judging purely by headquarters location, Europe is the frontrunner, with 39.9 percent of the 153 medium-to-large-sized language service providers (LSPs) identified in the Nimdzi 100 based there.
Freelance translators, agencies, in-house linguists, global content creators — there are so many different ways you can structure your team in order to get your content translated most effectively.
With new websites being created every day and with the ever-increasing demand for multilingual content online, translation proxy has become quite popular. It helps dynamically translate website content on the fly, so that end-users gain access to a website in the desired language in real time.
The gaming industry accounts for 26% of total revenue in the media industry and it is projected to increase to USD 196 billion by 2022. The purpose of this report is to provide a comprehensive picture of the total addressable market (TAM) for multilingual user-generated content (UGC) for player support in the gaming industry.