You know, it's very interesting. Um, your average everyday Joe or Jane would probably say, you know, it's translation. Um, and of course, there's a differentia - differentiation between translation and interpretation. Translation usually is with words, text, et cetera, um, and interpretation is usually speaking, speech, um, translation. About 10-15 years ago, the word localization started to become a huge buzzword within the, uh, video game industry, and basically it meant translating the, um, text from one language into another for game purposes. But recently, about 5 or 6 years ago, that term has changed to culturalization, which is actually, I think, the better word. It's a lot more mature in so much as localization seems to suggest that you're only taking it from one locale and putting it into another. But culturalization suggests that it's not just about territory, but it's also about this higher level culture, uh, markers that you're going to have to adhere to if you're going to make that product do the best it possibly can. I can sit there and turn a Japanese game into an English game, and sell it America, and it will abide by all the different rules. However, if I don't have the cultural markers correct when I do this, uh, culturalization, then it's not going to have the right impact. A good example is, you know, in Japanese games, you see nubile 15-18 year old young kids, soft skin, multi-colored hair. That doesn't really play, you know. You get a lot more of the older, sort of grizzled characters that Westerners seem to like, and that hits more to not on the culture of Americans, but I think the gaming culture that American, uh, gamers appreciate more. So, there's definitely a - a deep - a third layer which you have to focus on, which is not just the language and the words, but also making sure the cultural, uh, aspect is correct as well.