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ix | |
Acknowledgements |
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xi | |
About this book |
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1 | (1) |
Aim and structure of the book |
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1 | (2) |
Target readers |
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3 | (1) |
Conventions used in this book |
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4 | (1) |
Glossary |
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5 | (8) |
Prologue |
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13 | (6) |
Introduction |
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19 | (1) |
Rationale |
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19 | (3) |
Context |
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22 | (4) |
An overview of translation studies research trajectories in game localization |
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26 | (5) |
General trends in game localization research |
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31 | (3) |
Key research areas |
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34 | (5) |
Approach |
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39 | (6) |
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Chapter 1 The video game and translation |
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45 | (42) |
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45 | (1) |
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1.1 A historical sketch of video game localization |
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46 | (17) |
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1.1.1 Early days: Before the mid-1980s |
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46 | (5) |
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1.1.2 Growth phase: The mid-1980s to mid-1990s |
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51 | (4) |
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1.1.3 Development phase: The mid- to late 1990s |
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55 | (3) |
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1.1.4 Maturing phase: Early 2000 to 2005 |
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58 | (2) |
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1.1.5 Advancing phase: 2005 to the present |
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60 | (3) |
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1.2 Video games: Domain, terminology and characteristics |
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63 | (15) |
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1.2.1 Key terminology: Video game vs. computer game |
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63 | (2) |
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1.2.2 Defining a video game |
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65 | (1) |
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66 | (5) |
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1.2.4 Video games as transmedia |
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71 | (4) |
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1.2.5 Video game theory: Narrative theory versus play theory |
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75 | (3) |
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1.3 The structure of the video game industry |
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78 | (9) |
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Chapter 2 The localization paradigm: Localization versus translation |
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87 | (24) |
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87 | (1) |
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2.1 Software localization defined by practice: Internationalization |
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87 | (4) |
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2.2 New dimensions of localization |
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91 | (7) |
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2.2.1 Cultural representations and adaptation required in software localization |
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93 | (2) |
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2.2.2 Localization facilitated by technology |
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95 | (3) |
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2.3 Localization in Translation Studies |
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98 | (4) |
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2.4 Game localization or game translation? |
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102 | (5) |
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2.5 An absence of agency in localization speak |
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107 | (4) |
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Chapter 3 Game localization: A practical dimension |
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111 | (38) |
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111 | (1) |
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3.1 Video games and GILT: Localization-friendly game development |
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111 | (5) |
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3.2 Game localization models |
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116 | (6) |
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118 | (3) |
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121 | (1) |
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3.3 Game assets requiring localization |
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122 | (6) |
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122 | (2) |
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124 | (1) |
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3.3.3 Audio and cinematic assets |
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124 | (1) |
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125 | (3) |
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3.4 The localization process |
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128 | (13) |
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128 | (2) |
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130 | (4) |
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134 | (1) |
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134 | (2) |
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136 | (4) |
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3.4.6 Submission of release candidate version |
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140 | (1) |
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3.4.7 Production and distribution |
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140 | (1) |
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3.4.8 Game localization scenario |
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140 | (1) |
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3.5 Levels of localization |
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141 | (1) |
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3.6 Tools used in game translation |
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142 | (7) |
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Chapter 4 Translating video games: New vistas for transcreation |
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149 | (52) |
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149 | (1) |
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4.1 Game text taxonomy and text function |
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149 | (22) |
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4.1.1 Game text: Play and narrative dimensions |
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150 | (3) |
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4.1.2 Game text taxonomy and translation |
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153 | (18) |
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4.2 Translation strategies applied in game localization |
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171 | (8) |
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4.2.1 Translation strategies for pragmatic translation problems |
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173 | (4) |
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4.2.2 Translation strategies for interlingual translation problems |
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177 | (2) |
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4.3 A brief case study of Square Enix |
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179 | (11) |
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180 | (4) |
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4.3.2 Examples of innovation and appropriation of translation |
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184 | (6) |
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4.4 The translator as a creative agent: Game localization as transcreation |
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190 | (11) |
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4.4.1 Internal knowledge versus external knowledge as professional norms versus expectancy norms |
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191 | (5) |
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4.4.2 Translator's agency and transcreation |
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196 | (5) |
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Chapter 5 Cultural contexts of game production: Patronage and rewriting in the digital age |
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201 | (42) |
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201 | (1) |
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5.1 Video games as cultural products |
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201 | (14) |
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5.1.1 Game culture: Japan versus the US |
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204 | (5) |
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5.1.2 Cultural content in games and cultural localization |
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209 | (6) |
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215 | (16) |
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5.2.1 Mandatory requirements for change |
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216 | (13) |
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5.2.2 Market-driven adjustments: Market relevance and preferences |
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229 | (2) |
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5.3 Culture of game production: Power game |
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231 | (5) |
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5.4 Game localization as rewriting |
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236 | (7) |
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Chapter 6 Pedagogical issues in training game localizers |
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243 | (34) |
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243 | (1) |
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6.1 Game localization as an emerging professional translation activity |
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243 | (3) |
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6.2 Training future game localizers |
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246 | (23) |
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6.2.1 Game localizers' competence |
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249 | (8) |
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257 | (8) |
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265 | (4) |
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6.3 Teaching materials and human resources |
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269 | (4) |
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6.3.1 The eCoLoMedia game localization course |
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271 | (2) |
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6.4 Pedagogy in game localization: A vocational or an academic focus? |
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273 | (4) |
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Chapter 7 Game localization research in Translation Studies |
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277 | (48) |
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277 | (1) |
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7.1 Game localization and accessibility research |
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278 | (15) |
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7.1.1 Game accessibility and accessibility barriers in video games |
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280 | (4) |
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7.1.2 Benefits of game accessibility |
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284 | (4) |
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7.1.3 Research on game accessibility |
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288 | (5) |
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7.2 Game localization and fan studies: Fans as co-creators |
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293 | (19) |
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7.2.1 Fan culture represented in the form of fan work |
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294 | (5) |
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7.2.2 Fan translation: Translation hacking and crowdsourcing |
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299 | (8) |
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7.2.3 Fan translator expertise versus professional expertise |
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307 | (5) |
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7.3 A new research direction in Translation Studies: User-focused empirical research |
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312 | (13) |
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7.3.1 Player experience studies |
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312 | (6) |
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7.3.2 Natural language interaction through AI, chatbot, and speech recognition |
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318 | (7) |
Conclusion |
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325 | (1) |
Game localization, game translation or game transcreation? |
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326 | (1) |
Translation quality and users |
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327 | (2) |
Localization directionality and regional variations of language |
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329 | (1) |
International game design and internationalization |
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330 | (1) |
Technology applications and the future of game localization |
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331 | (4) |
References |
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335 | (28) |
Gameography |
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363 | (6) |
Appendix:Postgraduate courses in game localization in Spain |
|
369 | (2) |
Index |
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371 | |