This thesis proposes classification of main spheres and issues of localization and translation of videogames from English into Russian. This topic is relevant due to the fact that videogames grow more popular with Russian audiences, which prompts the need for the development of theoretical and practical standards of localization and translation of videogames. The object of this research is the notion of a videogame as an audiovisual product. The subject of the research is the process of localizing and translating a videogame in the English-Russian language pair. Methodological basis for this research were mainly works of A. Esser and H. Gottlieb and articles from the current European and American videogame localization standard proposed by the International Game Developers Association. This research has theoretical significance due to the fact of it containing systematization of theoretical data on the topic of videogames and videogame localization, as well as clarifying the discrepancies between the terms of “localization” and “translation” in the general Russian theory of translation and in Russian videogame industry. Moreover, this research has practical value for those translators who work or plan to start their careers in the field of videogame localization, as this thesis can be used as a manual for translating videogames. The main content of the thesis is disclosed in the chapters: “Videogames: dichotomy of videogame products, videogames as a product and as an artifact”, “Videogame localization, its types and standard process”, “Standard areas of videogame localization, classification of main issues during translation of a videogame and the ways to solve them”. In conclusion, the research findings are presented. The appendix includes a glossary of frequently used terms in the thesis.