Translating the Player Experience: Exploring Immersion in the Context of Videogame Localization

Authors

  • George Vasilikaris

Keywords:

videogame localization, immersion,, player experience, localization in Greece, League of Legends

Abstract

Over the past two decades, video games have established themselves as a par excellence medium of immersive storytelling, aiming to provide unique experiences to players around the globe. Although video game localization has only relatively recently been recognized as a distinct translation modality, the field has matured rapidly since the early 2010s (Mangiron, 2018). Research to date has largely focused on its defining features and on the analysis of localization models and processes, while, more recently, a limited number of user-centered approaches have emerged, elucidating how localization shapes gaming experiences across cultures (e.g., Bernal-Merino, 2014; Bernal-Merino et al., 2023; Deckert & Hejduk, 2024; O’Hagan, 2019). By contrast, research on both video games and video game localization within the Greek context remains largely unexplored, creating a significant research gap. In light of this, the present paper seeks to shed light on the landscape of video game localization in Greece and to examine whether translators’ choices can hinder or enhance player experience and the sense of immersion. Specifically, this paper reports on a qualitative study of immersion involving 10 League of Legends (Riot Games, 2009–present) players, who volunteered their perspectives by providing feedback on selected in-game quotations through semi-structured interviews.

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Published

29.12.2025

How to Cite

Vasilikaris, G. (2025). Translating the Player Experience: Exploring Immersion in the Context of Videogame Localization. L10N Journal, 4(2), 55–76. Retrieved from https://l10njournal.net/index.php/home/article/view/66