چكيده
Nowadays, in the recent digitalized world, industry of computer games, video games is one of the most appealing industries asthey are means ofentertainment and profit. In addition to the cultural effect of the video games on the gamers and the society, it has become a source of income for most of the countries thought the world. The game makers try to make some changes in the games to achieve the markets as big as the whole world, so the players from each point of the world would have a better relationship with the game. Recently, the game industry attracted the attention of the Ministry of Culture and Islamic Guidance of Iran more than previous years.Game localization is one of the most important parts of this industry which contains issues from the translations of the game text to the changes in the content of a game to be accepted by the players of the target culture and language. Game localization pursues the aim of providing the game experience by the localized game as the game experience provided by the original game.The present research centered on theevaluating the translation quality of the videogames and its effects on the success and failure of the game localization. To achieve this goal, the game “Cradle of Empires” is selected. Both versions should be played by the researcher to detect the quality of the translation by extracting thee meaningful parts in the original game and its translation in the localized game but fortunately this phase was deleted as Medrick Studio provided the researcher by the data base. The object of research is the in-game lexis, i.e. the corpusof 50 meaningful parts: separate words, vocabulary chunks or set expressions, simple andcomplex sentences. The research also involves the translation and localization of in-game lexis as well as the problematic areas of in-game lexis translation. In order to evaluate the effect of the translation quality on the gamers experience two groups of players were asked to play the games. One group played the original game and the other one played the localized version. After passing a time of two months the players were presented by the game experience questionnaire. According to the collected date, the players experience and their impression toward both the games was evaluated.