When paratexts become the text

Abstract Research on video game localization is typically written through the lens of shipped software, privileging translated in-game assets and professional production pipelines. Such accounts obscure how players in linguistically marginalized markets accessed games when official localization was rare or absent. This article reconceptualizes localization by examining the enabling role of translated paratextual labor in Saudi Arabia during the late 1990s and 2000s. Drawing on an archival corpus of thirty-nine surviving issues of Majalat Alaab Alcomputar ( MAAC , 1997–2011), widely regarded as the first dedicated Arabic video game magazine, and three interviews with former staff members, the study analyzes how Arabic translations of reviews, interface explanations, glossaries, and strategy guides mediated play. The article integrates paratext theory ( Genette 1997 ; Batchelor 2018 ), co-text and multimodal orchestration ( Adami and Ramos Pinto 2020 ), and gaming capital ( Consalvo 2007 ) to argue that under restricted linguistic access, MAAC ’s paratextual constellation did not remain peripheral to the game text but could become enabling co-text that was central to play. The article further traces functional continuities between print mediation and later digital practices in Arabic forums and YouTube walkthroughs. By foregrounding paratextual practices in print and their later continuities, this study expands localization historiography beyond product-centered models and proposes an access-oriented account of how translation makes play possible in marginalized language markets.

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Publication Details

Journal
Digital Translation
Published
2026-08-18
DOI
https://doi.org/10.1075/dt.25036.qob
Primary Topic
Translation Studies and Practices
Type
article
Field-Weighted Citation Impact
0.00
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article

When paratexts become the text

Amer Qobti
Digital Translation
Translation Studies and Practices
article

When paratexts become the text

Amer Qobti
article en

Abstract

Abstract Research on video game localization is typically written through the lens of shipped software, privileging translated in-game assets and professional production pipelines. Such accounts obscure how players in linguistically marginalized markets accessed games when official localization was rare or absent. This article reconceptualizes localization by examining the enabling role of translated paratextual labor in Saudi Arabia during the late 1990s and 2000s. Drawing on an archival corpus of thirty-nine surviving issues of Majalat Alaab Alcomputar ( MAAC , 1997–2011), widely regarded as the first dedicated Arabic video game magazine, and three interviews with former staff members, the study analyzes how Arabic translations of reviews, interface explanations, glossaries, and strategy guides mediated play. The article integrates paratext theory ( Genette 1997 ; Batchelor 2018 ), co-text and multimodal orchestration ( Adami and Ramos Pinto 2020 ), and gaming capital ( Consalvo 2007 ) to argue that under restricted linguistic access, MAAC ’s paratextual constellation did not remain peripheral to the game text but could become enabling co-text that was central to play. The article further traces functional continuities between print mediation and later digital practices in Arabic forums and YouTube walkthroughs. By foregrounding paratextual practices in print and their later continuities, this study expands localization historiography beyond product-centered models and proposes an access-oriented account of how translation makes play possible in marginalized language markets.

Digital Translation
King Khalid University (SA)
Decent work and economic growth
Openalex Percentile: Top 2%
Translation Studies and Practices
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