Cross-Cultural Interface Design in Digital Games: An Exploratory Analysis of UI Localization Strategies
Resumo
Introduction: Globalization has expanded the reach of interactive systems into culturally diverse contexts, thereby highlighting challenges in adapting user interfaces. Despite technological convergence, sociocultural factors still influence perception, cognition, and interaction, especially in the video game market. Objective: investigate the localization of user interfaces as an adaptation strategy in global digital products, analyzing cultural variations in UI and their impacts on user experience. Steps: a qualitative and comparative approach is adopted between Western and East patterns, considering visual organization, information density, and interaction, based on a literature review and interface analysis. Expected Results: It is expected to identify patterns of cultural variation in user interfaces and their effects on usability, as well as to assess in which contexts interface localization constitutes a strategic advantage.
Palavras-chave:
UI, UX, localization, culture, cross-cultural design, videogames
Referências
Leiva, L. A. and Alabau, V. (2014). The impact of visual contextualization on UI localization. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Chi ’14, pages 3739–3742, New York, NY, USA. Association for Computing Machinery.
Marcus, A. (2013). Cross-cultural user-experience design. In SIGGRAPH Asia 2013 Courses, Sa ’13, Hong Kong, Hong Kong. Association for Computing Machinery.
Newzoo (2025). Top countries and markets by video game revenues. [link]. Acesso em: 21/04/2026.
Pyae, A. (2018). Understanding the role of culture and cultural attributes in digital game localization. Entertainment Computing, 26:105–116.
Santos, R. P. D. and Hounsell, M. D. S., editors (2023). Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030: First Forum, GranDGamesBR 2020, Recife, Brazil, November 7-10, 2020, and Second Forum, GranDGamesBR 2021, Gramado, Brazil, October 18–21, 2021, Revised Selected Papers, volume 1702 of Communications in Computer and Information Science. Springer Nature Switzerland, Cham.
Wang, H., Masuda, T., Ito, K., and Rashid, M. (2012). How Much Information? East Asian and North American Cultural Products and Information Search Performance. Personality and Social Psychology Bulletin, 38(12):1539–1551.
Marcus, A. (2013). Cross-cultural user-experience design. In SIGGRAPH Asia 2013 Courses, Sa ’13, Hong Kong, Hong Kong. Association for Computing Machinery.
Newzoo (2025). Top countries and markets by video game revenues. [link]. Acesso em: 21/04/2026.
Pyae, A. (2018). Understanding the role of culture and cultural attributes in digital game localization. Entertainment Computing, 26:105–116.
Santos, R. P. D. and Hounsell, M. D. S., editors (2023). Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030: First Forum, GranDGamesBR 2020, Recife, Brazil, November 7-10, 2020, and Second Forum, GranDGamesBR 2021, Gramado, Brazil, October 18–21, 2021, Revised Selected Papers, volume 1702 of Communications in Computer and Information Science. Springer Nature Switzerland, Cham.
Wang, H., Masuda, T., Ito, K., and Rashid, M. (2012). How Much Information? East Asian and North American Cultural Products and Information Search Performance. Personality and Social Psychology Bulletin, 38(12):1539–1551.
Publicado
29/09/2026
Como Citar
SILVA, João Euclides Mártires; VASCONCELOS, Beatriz Loyola Gomes de; BEDOR, Pedro Vitor Chagas; SIMÕES, Erick.
Cross-Cultural Interface Design in Digital Games: An Exploratory Analysis of UI Localization Strategies. In: TRILHA DE ARTES & DESIGN – ARTIGOS CURTOS - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 25. , 2026, Goiânia/GO.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 59-63.
DOI: https://doi.org/10.5753/sbgames_estendido.2026.25789.
