Game localization services is a USD 330 million market, but there is a far larger market for accompanying services such as testing and game audio localization.
In the next 3 years, business will see an annual growth of at least 8 percent, and top performers will see 20 percent growth (or more). The vendor landscape is dominated by two larger vendors, namely Keywords and Pole to Win, (PtW) with only a handful of mid-sized competitors, and a large number of small firms in need of consolidation. A buyer’s underserved needs include cultural adaptation, integrations, and in-context localization work.
With people forced to sit at their homes because of the COVID-19 pandemic, the global games market is getting stronger.
One of the most widespread assumptions is that in order to launch a successful game in multiple markets, studios just need to focus on having a good translation of the source content. It’s a good start, but there are a multitude of additional factors that developers must take into account when localizing their video game.
In last week’s Nimdzi’s Finger Food post, we discussed the Games as a Service business model in the game industry. We’re talking about games that are alive and in continuous development, engaging the gamer community through different strategies, such as season passes, subscriptions or microtransactions.
Turn around, and look at how many text updates you can see... One of the main pains challenges of game localization projects is to handle the avalanche of daily text updates that come with the localization of certain games. These requests are becoming more and more common. Particularly, for those games that fall under the GaaS (Games as a Service) model or live games. These are different from the traditional model of Games as a Product or one-time-purchase games.