ROBLOX has filed a patent for a computer-implemented method to localize dynamic content in games. The method involves converting text from one language to another, storing the translated text in a database, adjusting visual data based on the translated text, and rendering localized content for the client device. The patent aims to enhance the gaming experience for users in different locales. GlobalData’s report on ROBLOX gives a 360-degree view of the company including its patenting strategy. Buy the report here.
According to GlobalData’s company profile on ROBLOX, In-game currency transactions was a key innovation area identified from patents. ROBLOX's grant share as of June 2023 was 1%. Grant share is based on the ratio of number of grants to total number of patents.
Automatic localization of dynamic content in video games

A recently filed patent (Publication Number: US20230206012A1) describes a computer-implemented method for automatic localization of dynamic content. The method involves receiving visual content associated with a game from a first client locale, which includes text represented in a first language. The text is then converted to generate translated text in a second language associated with a second client locale. The translated text is stored in a database along with the visual content. When a request for the visual content is received from a client device in the second client locale, the visual data is adjusted based on the translated text. Localized content is then rendered for the second client locale using the adjusted visual data and transmitted to the client device.
The method also includes a preprocessor that extracts the text from the received visual content and a conversion module that performs the conversion of the text to generate the translated text. The conversion module is further configured to extract the visual data from the visual content and direct it to separate processing pipelines. The preprocessor includes evaluator engines that identify qualities of the extracted text and generate a pool of candidate database entries for storage based on the text.
The conversion process involves creating candidate database entries based on the text and visual content, selecting a subset of these entries to obtain a pool of remaining database entries, evaluating the entries in the pool to generate an importance ranking, and filtering out entries that do not meet a first importance threshold. The translated text is associated with an importance ranking value that indicates its accuracy in representing the content at the second client locale. This importance ranking value is based on factors such as the number of users viewing the content, the number of sessions associated with the content, and the source of the content.
In addition to the method, the patent also describes a system and a non-transitory computer-readable medium with instructions that perform the same operations as the method when executed by a processing device. The system includes a preprocessor with a conversion module, evaluator engines, and separate processing pipelines for the visual data. The translated text is stored in a database associated with the visual content, and the system adjusts the visual data, renders localized content, and transmits it to the client device in response to a request.
Overall, this patent presents a computer-implemented method, system, and computer-readable medium for automatically localizing dynamic content in games. The method involves converting text from one language to another, adjusting visual data based on the translated text, and rendering localized content for different client locales. The system includes a preprocessor, conversion module, evaluator engines, and separate processing pipelines to facilitate this localization process.
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