I learned something about games diving into this issue — a few things, but one thing stood out: everyone plays games.
And naturally, I knew this on some level. Of course everyone plays games. Demographically speaking, that is. I’ve been invited to join various mobile-based games like Words with Friends by middle-aged women for nearly a decade now. Even though I don’t think of middle-aged women as being the target demographic for online games.
Not so long ago, I was watching my five-year-old niece navigate a complex maze game on her father’s iPhone. I was “helping” her, but she was about as good as I was. The game was highly engaging, a puzzle of three-dimensional spatial intelligence on a two-dimensional screen. I sat there and imagined a world where this kind of learning came before reading.
Everyone plays games, and this is increasingly true every year. Mine is the last generation that didn’t play online games growing up — the first generation to discover them in college. Smartphones have brought games to the masses, a way to kill time in line at the grocery store, a pick-me-up after a long day.
So it stands to reason that the gaming industry has become enormous. And with it, gaming localization. We had so many articles for this issue, so many eager authors, we had to shift a few to our online Insights page. The field of gaming localization is exploding, and in the best way possible.