
Certified Tester Game Testing
Domain 7Objective 5
Difference Between Full and Partial Localization Testing CT-GAME Practice Questions (Page 1)
Part of the Localization Testing domain, which makes up ~17% of our current practice bank. ISTQB does not publish an official question count, but from its 60-minute exam (~25–40 total, ~4–7 in this domain), expect 1–1 from this objective — we provide 26 practice questions to prepare you well beyond it. (estimate)
26questions here
6free pages
10concepts
Questions 1–5
- 1
What aspect of the testing strategy is most affected by the choice of localization depth?
Select an answer first - 2
A studio is deciding whether to fully or partially localize a game for the Chinese market. The game has a large amount of text and voice-over, but the target market is known for preferring localized content. The studio has a high budget but a short timeline. What is the most important factor in this decision?
Select an answer first - 3
A mid-sized studio is releasing a narrative-driven RPG in Brazil. The game has 80,000 lines of dialogue, full voice-over in English, and complex UI text. The publisher's budget allows for translating all text and subtitles, but not re-recording voice-over. The target market is large and expects high-quality localization. What should the testing strategy focus on?
Select an answer first - 4
A game is being fully localized for the Saudi Arabian market. The game includes religious symbols, historical references, and character dialogue. The localization team has translated all text, re-recorded voice-over in Arabic, and adapted graphics to remove prohibited content. During testing, a tester finds that a character's gesture, which is acceptable in the source culture, is considered offensive in Saudi Arabia. What is the most appropriate action?
Select an answer first - 5
What is a primary business reason for choosing full localization?
Select an answer first
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