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E-grāmata: Game Localization: Translating for the global digital entertainment industry

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(Dublin City University), (Universitat Autņnoma de Barcelona)
  • Formāts: 374 pages
  • Sērija : Benjamins Translation Library 106
  • Izdošanas datums: 29-Aug-2013
  • Izdevniecība: John Benjamins Publishing Co
  • ISBN-13: 9789027271860
  • Formāts - PDF+DRM
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  • Formāts: 374 pages
  • Sērija : Benjamins Translation Library 106
  • Izdošanas datums: 29-Aug-2013
  • Izdevniecība: John Benjamins Publishing Co
  • ISBN-13: 9789027271860

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Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive introduction to the topic of game localization the book draws on the literature in Game Studies as well as Translation Studies. The book’s readership is intended to be translation scholars, game localization practitioners and those in Game Studies developing research interest in the international dimensions of the digital entertainment industry. The book aims to provide a road map for the dynamic professional practices of game localization and to help readers visualize the expanding role of translation in one of the 21st century's key global industries.
Figures and tables
ix
Acknowledgements xi
About this book 1(1)
Aim and structure of the book 1(2)
Target readers 3(1)
Conventions used in this book 4(1)
Glossary 5(8)
Prologue 13(6)
Introduction 19(1)
Rationale 19(3)
Context 22(4)
An overview of translation studies research trajectories in game localization 26(5)
General trends in game localization research 31(3)
Key research areas 34(5)
Approach 39(6)
Chapter 1 The video game and translation
45(42)
Introduction
45(1)
1.1 A historical sketch of video game localization
46(17)
1.1.1 Early days: Before the mid-1980s
46(5)
1.1.2 Growth phase: The mid-1980s to mid-1990s
51(4)
1.1.3 Development phase: The mid- to late 1990s
55(3)
1.1.4 Maturing phase: Early 2000 to 2005
58(2)
1.1.5 Advancing phase: 2005 to the present
60(3)
1.2 Video games: Domain, terminology and characteristics
63(15)
1.2.1 Key terminology: Video game vs. computer game
63(2)
1.2.2 Defining a video game
65(1)
1.2.3 Game genres
66(5)
1.2.4 Video games as transmedia
71(4)
1.2.5 Video game theory: Narrative theory versus play theory
75(3)
1.3 The structure of the video game industry
78(9)
Chapter 2 The localization paradigm: Localization versus translation
87(24)
Introduction
87(1)
2.1 Software localization defined by practice: Internationalization
87(4)
2.2 New dimensions of localization
91(7)
2.2.1 Cultural representations and adaptation required in software localization
93(2)
2.2.2 Localization facilitated by technology
95(3)
2.3 Localization in Translation Studies
98(4)
2.4 Game localization or game translation?
102(5)
2.5 An absence of agency in localization speak
107(4)
Chapter 3 Game localization: A practical dimension
111(38)
Introduction
111(1)
3.1 Video games and GILT: Localization-friendly game development
111(5)
3.2 Game localization models
116(6)
3.2.1 Outsourcing model
118(3)
3.2.2 In-house model
121(1)
3.3 Game assets requiring localization
122(6)
3.3.1 In-game text
122(2)
3.3.2 Art assets
124(1)
3.3.3 Audio and cinematic assets
124(1)
3.3.4 Printed materials
125(3)
3.4 The localization process
128(13)
3.4.1 Pre-localization
128(2)
3.4.2 Translation
130(4)
3.4.3 Editing
134(1)
3.4.4 Recording
134(2)
3.4.5 Post-localization
136(4)
3.4.6 Submission of release candidate version
140(1)
3.4.7 Production and distribution
140(1)
3.4.8 Game localization scenario
140(1)
3.5 Levels of localization
141(1)
3.6 Tools used in game translation
142(7)
Chapter 4 Translating video games: New vistas for transcreation
149(52)
Introduction
149(1)
4.1 Game text taxonomy and text function
149(22)
4.1.1 Game text: Play and narrative dimensions
150(3)
4.1.2 Game text taxonomy and translation
153(18)
4.2 Translation strategies applied in game localization
171(8)
4.2.1 Translation strategies for pragmatic translation problems
173(4)
4.2.2 Translation strategies for interlingual translation problems
177(2)
4.3 A brief case study of Square Enix
179(11)
4.3.1 Overview
180(4)
4.3.2 Examples of innovation and appropriation of translation
184(6)
4.4 The translator as a creative agent: Game localization as transcreation
190(11)
4.4.1 Internal knowledge versus external knowledge as professional norms versus expectancy norms
191(5)
4.4.2 Translator's agency and transcreation
196(5)
Chapter 5 Cultural contexts of game production: Patronage and rewriting in the digital age
201(42)
Introduction
201(1)
5.1 Video games as cultural products
201(14)
5.1.1 Game culture: Japan versus the US
204(5)
5.1.2 Cultural content in games and cultural localization
209(6)
5.2 Cultural adjustments
215(16)
5.2.1 Mandatory requirements for change
216(13)
5.2.2 Market-driven adjustments: Market relevance and preferences
229(2)
5.3 Culture of game production: Power game
231(5)
5.4 Game localization as rewriting
236(7)
Chapter 6 Pedagogical issues in training game localizers
243(34)
Introduction
243(1)
6.1 Game localization as an emerging professional translation activity
243(3)
6.2 Training future game localizers
246(23)
6.2.1 Game localizers' competence
249(8)
6.2.2 Course design
257(8)
6.2.3 Assessment
265(4)
6.3 Teaching materials and human resources
269(4)
6.3.1 The eCoLoMedia game localization course
271(2)
6.4 Pedagogy in game localization: A vocational or an academic focus?
273(4)
Chapter 7 Game localization research in Translation Studies
277(48)
Introduction
277(1)
7.1 Game localization and accessibility research
278(15)
7.1.1 Game accessibility and accessibility barriers in video games
280(4)
7.1.2 Benefits of game accessibility
284(4)
7.1.3 Research on game accessibility
288(5)
7.2 Game localization and fan studies: Fans as co-creators
293(19)
7.2.1 Fan culture represented in the form of fan work
294(5)
7.2.2 Fan translation: Translation hacking and crowdsourcing
299(8)
7.2.3 Fan translator expertise versus professional expertise
307(5)
7.3 A new research direction in Translation Studies: User-focused empirical research
312(13)
7.3.1 Player experience studies
312(6)
7.3.2 Natural language interaction through AI, chatbot, and speech recognition
318(7)
Conclusion 325(1)
Game localization, game translation or game transcreation? 326(1)
Translation quality and users 327(2)
Localization directionality and regional variations of language 329(1)
International game design and internationalization 330(1)
Technology applications and the future of game localization 331(4)
References 335(28)
Gameography 363(6)
Appendix:Postgraduate courses in game localization in Spain 369(2)
Index 371