Game Localization Research Papers - Academia.edu (original) (raw)

The paper deals with style guides in the process of localization. It explains their structure and contents. Eight main chapters of localization style guides were identified: Introduction, Company Voice, Content Types, Product-Related... more

The paper deals with style guides in the process of localization. It explains their structure and contents. Eight main chapters of localization style guides were identified: Introduction, Company Voice, Content Types, Product-Related Information, Linguistic Information, Internationalization, Additional References and Updates. Furthermore, the paper also explains the main chapters of a videogame context document and information presented to translators in it, which are: Target Player, Formatting, Tone, Characters, World, Context Hints and Q&A. The aim of the paper is to pose as a foundation for further work in the process of teaching localization during university courses.

This book is about the three identities of the videogame, the gamer, and Game Studies. I write that there are no definitive truths but rather discourses and constructions; ideas, actions, beliefs, and practices related to videogames are... more

As an interactive media, fanbases of localised games can have a substantial effect on the localisation choices made by each team of translators. Thanks to the advent of the Internet and social media, gamers have the ability to participate... more

As an interactive media, fanbases of localised games can have a substantial effect on the localisation choices made by each team of translators. Thanks to the advent of the Internet and social media, gamers have the ability to participate in online discussions about localisation, often directly with the translators involved in the translation itself, and therefore translators are always very aware of the needs of their intended audience, and make choices about the translation of cultural concepts with these specific fandom expectancy norms in mind. The main questions that this study aims to discuss include: are the target-audience expectancy norms for Japanese role-playing games (JRPGs) influenced by fandom culture, and how does this affect the reception of their localisations? Using online discourse and focus groups, this case study explores this in reference to the localisation decisions made in Persona 5, a JRPG with a niche fandom and polarising localisation reception amongst critics and fans alike. Excerpts from the localisation were analysed both functionally and in reference to the perceived expectancy norms and real norms of the participants. The findings indicated that members of the fandom are more critical of Japanese-English translations because of their prior knowledge of the language and culture, though their perceived norms differed from their real expectations when exposed to actual excerpts from the translation.

En un proyecto de localización de videojuegos, a diferencia de otras modalidades de traducción, el traductor debe superar múltiples retos, como la división del proyecto en varios equipos de traducción, la variedad de formatos de los... more

En un proyecto de localización de videojuegos, a diferencia de otras modalidades de traducción, el traductor debe superar múltiples retos, como la división del proyecto en varios equipos de traducción, la variedad de formatos de los textos, plazos de entrega ajustados e innegociables, y el peor de todos, la falta de un contexto multimedia. Debido al celo de los desarrolladores para evitar cualquier filtración de sus diseños, el traductor no puede acceder al videojuego y debe traducir “a ciegas”. Por tanto, el traductor debe mostrar una gran capacidad de decisión, pensamiento creativo, y flexibilidad, además de estar familiarizado con el proceso de creación de videojuegos aplicado por desarrolladores y diseñadores. Para que el estudiante adquiera destrezas y competencias que le permitan hacer frente a estos desafíos, el docente debe proporcionarle herramientas adecuadas que fomenten estas capacidades en un entorno similar a una situación profesional real. Los videojuegos, conocidos como serious games, proporcionan escenarios virtuales donde desarrollar simulaciones de situaciones reales para entrenar en clave de juego ciertas competencias o ciertas habilidades profesionales y sociales (Morales, 2015). En consecuencia, desarrollaremos SIML10n, un serious game que recreará una simulación de un encargo de localización de un videojuego, en el que los estudiantes se enfrentarán a todos los posibles retos y problemas de localización con distintos niveles de dificultad.

Účelom tejto všeobecnej štylistickej príručky je pomôcť pri simulácii situácií z lokalizačnej praxe, pri ktorých je lokalizátor alebo prekladateľ viazaný klientovou štylistickou príručkou. Primárne je určená na praktické prekladateľské... more

Účelom tejto všeobecnej štylistickej príručky je pomôcť pri simulácii situácií z lokalizačnej praxe, pri ktorých je lokalizátor alebo prekladateľ viazaný klientovou štylistickou príručkou. Primárne je určená na praktické prekladateľské semináre z angličtiny zamerané na lokalizáciu softvérových produktov – herných, neherných aj webových lokalít, počas ktorých študenti musia pri vypracúvaní zadaní konzultovať rôzne kapitoly, aby zadania vypracovali správne. Ako didaktická pomôcka môže slúžiť aj na iných seminároch prekladu, keďže študenti v nej nájdu aj všeobecné informácie týkajúce sa prekladu z angličtiny do slovenčiny, ako napríklad informácie o rôznych typoch textov, pravopise alebo zoznam niektorých častých gramatických chýb. V neposlednom rade sa dá využiť aj v praxi, ak klient nemá vlastnú štylistickú príručku k dispozícii, môže sa prekladateľ či lokalizátor riadiť touto všeobecnou.

This article provides an introduction to comics, the translation of comics and the contents of the volume. It begins by offering a brief historical overview of comics, highlighting those aspects which may be especially interesting from a... more

This article provides an introduction to comics, the translation of comics and the contents of the volume. It begins by offering a brief historical overview of comics, highlighting those aspects which may be especially interesting from a translation perspective, and an overview of different types of comics translation, from an interand an intra-semiotic perspective. This is followed by a discussion of the specificity of comics as an art form (the ninth art) and as a means of communication, and of its bearing on translation. The article ends with an overview of the literature on comics in translation, and of the contributions to the present volume.

Debido a la evolución que ha experimentado la industria de los videojuegos en los últimos años, el papel que desempeña la traducción ha adquirido una importancia relevante dentro de este sector. Este hecho no solo ha supuesto un cambio... more

Debido a la evolución que ha experimentado la industria de los videojuegos en los últimos años, el papel que desempeña la traducción ha adquirido una importancia relevante dentro de este sector. Este hecho no solo ha supuesto un cambio para el mercado sino también para los estudios de traducción, con la aparición de términos como localización, internacionalización o glocalización. El siguiente trabajo ofrece un análisis comparativo de las diferentes estrategias de traducción al inglés y al español de la exitosa saga de videojuegos japoneses Final Fantasy. El objetivo de dicho análisis es, por un lado, señalar las particularidades que existen a la hora de traducir al español directamente del japonés en vez de usar la traducción inglesa como puente; y por otro, que los diferentes ejemplos presentados en el análisis sirvan para ilustrar los conceptos teóricos que giran en torno a la localización y sobre los que se fundamenta este trabajo.

In recent years, the rapid growth of the video game industry has attracted much scholarly attention to video game translation. Mangiron and O’Hagan (2006, 2013) borrowed the notion of transcreation from Translation Studies and wrote that... more

In recent years, the rapid growth of the video game industry has attracted much scholarly attention to video game translation. Mangiron and O’Hagan (2006, 2013) borrowed the notion of transcreation from Translation Studies and wrote that video games must be sometimes transcreated so as to retain the original gameplay experience. Nevertheless, the authors’ description has been challenged due to the emergence of constructed languages in video games. Constructed languages are man-made languages that are potentially transcreatable using a group of six translation strategies. Because such languages only became popular in video games after Mangiron and O’Hagan wrote about transcreation, their description failed to explain whether the strategies can be used to translate constructed language text and retain the game’s original gameplay experience.
The present study investigates whether Mangiron and O’Hagan’s transcreative strategies can be used to translate constructed languages in game assets and retain the game’s gameplay experience. The present study analyzes constructed language texts in The Elder Scrolls V: Skyrim and Witcher 3: Wild Hunt, and categorizes them based on asset type, text type, immersion components, and translation strategies, in order to determine whether transcreative strategies can be used to translate constructed language texts. Results show that transcreative strategies are rarely used for constructed language texts and that the texts are often transliterated or kept unchanged. The present study concludes by recommending that translators select strategies based on gameplay experience and the ways constructed languages and game assets are used in games.

Video games have become one of the most popular forms of entertainment in the modern digital society. The global success of the game industry has fostered the development of the game localisation industry, as developers and publishers... more

Video games have become one of the most popular forms of entertainment in the modern digital society. The global success of the game industry has fostered the development of the game localisation industry, as developers and publishers strive to sell their games in different languages and territories to maximise their return on investment. This, in turn, has been reflected in the increasing demand for trained game localisers who can cope with the different challenges posed by this emerging type of translation and meet the industry's needs. Based on the long-standing experience of the MA in Audiovisual Translation at the Universitat Autònoma de Barcelona, this paper focuses on pedagogical issues concerning the training of game translators and, specifically, training them online, taking into consideration the specificities of distance education. After briefly presenting an overview of this MA and its online modality, the paper shifts to the teaching of game localisation, focusing on translation competence and curricular design, describing the tasks that students are asked to do. Special emphasis is placed on the teaching resources and tools used to provide a collaborative learning experience to distance education students that prepares them to embark on a career in this fast-paced and technologically-driven industry. To cite this article: Carme Mangiron (2021): Training game localisers online: teaching methods, translation competence and curricular design, The Interpreter and Translator Trainer To link to this article: https://doi.

Japanese video games have entertained players around the world and played an important role in the video game industry since its origins. In order to export Japanese games overseas, they need to be localized, i.e., they need to be... more

Japanese video games have entertained players around the world and played an important role in the video game industry since its origins. In order to export Japanese games overseas, they need to be localized, i.e., they need to be technically, linguistically, and culturally adapted for the territories where they will be sold. This article hopes to shed light onto the current localization practices for Japanese games, their reception in North America, and how users' feedback can contribute to fine-tuning localization strategies. After briefly defining what game localization entails, an overview of the localization practices followed by Japanese developers and publishers is provided. Next, the paper presents three brief case studies of the strategies applied to the localization into English of three renowned Japanese video game sagas set in Japan: Persona (1996-present), Phoenix Wright: Ace Attorney (2005-present), and Yakuza (2005-present). The objective of the paper is to analyze how localization practices for these series have evolved over time by looking at industry perspectives on localization, as well as the target market expectations, in order to examine how the dialogue between industry and consumers occurs. Special attention is given to how players' feedback impacted on localization practices. A descriptive, participant-oriented, and documentary approach was used to collect information from specialized websites, blogs, and forums regarding localization strategies and the reception of the localized English versions. The analysis indicates that localization strategies for Japanese games have evolved over time from a higher to a lower degree of cultural adaptation in order to meet target markets' expectations. However, it was also noted that despite the increasing tendency to preserve the sociocultural content of the original, the language used in the translations needs to be vivid and idiomatic in order to reach a wider audience and provide an enjoyable gameplay experience. View Full-Text

(Doktora Tezi/Kitap) Holmes'un 1972 yılında sunduğu "Çeviribilimin Adı ve Doğası" adlı bildirinin ardından akademik bir disiplin haline gelen çeviribilim üzerine şimdiye kadar çevirinin süreç, işlev ve ürün boyutuna yönelik pek çok... more

(Doktora Tezi/Kitap) Holmes'un 1972 yılında sunduğu "Çeviribilimin Adı ve Doğası" adlı bildirinin ardından akademik bir disiplin haline gelen çeviribilim üzerine şimdiye kadar çevirinin süreç, işlev ve ürün boyutuna yönelik pek çok bilimsel araştırma yapılmış ve kuramlar geliştirilmiştir. Böylece çeviribilimin araştırma nesneleri ve alanları da genişlemiştir ve yeni gelişmelere paralel olarak gelişmeye de devam etmektedir. Bilim dallarının meşru kılınmaları ve gelişebilmesi için olgunlaşmaya eğilimli devingen bir yapısının olması gerekmektedir. Bu açıdan çeviribilimin bugün etkileşime geçebileceği devingen alanlardan biri de 1990'lı yıllarda önce yazılım dünyasında sonra da ağ teknolojinin yaygınlaşmasıyla ve bilgisayar teknolojilerinin muazzam boyutlara ulaşmasıyla web, video-oyun vb. alanlarda ortaya çıkan yerelleştirme endüstrisidir. Yerelleştirme endüstrisi, çeviri pratiğinin farklı olarak yapıldığı ve çeviri olgusuna yenilik katabilecek bir alan olarak düşünülmektedir. Ayrıca, bu endüstri çevirmenden çeviri yapmanın ötesinde farklı uğraş ve görevlerle de başa çıkmasını gerektirmektedir. Bu nedenle, çeviri dünyasına bir farklılık sunan yerelleştirmenin çeviribilim çatısı altında incelenip, kuramsallaştırılması gereken bir alan olduğu düşünülmektedir. Nitekim, bu alanla ilgili görüş bildiren ve kuramsallaştırma çalışmaları yapan çeviribilimciler mevcuttur. Bu kuramsallaştırma çabalarına bir katkı olarak bu kitap, yerelleştirmenin çeviribilim açısından bir paradigma adayı olup olmadığını tartışmaya açmıştır. Bu bağlamda Küreselleşme & Bilişim ve İletşim Teknolojilerinin yerelleştirme alanı üzerindeki etkisi, yerelleştirmede kullanılabilen çeviri araçlarının getirdiği yenilikler, yerelleştirmenin özellik ve sorunları üzerinde durulmuş, sorunlara karşı çözüm önerileri sunulmuş, yerelleştirme mevcut çeviri kuramlarıyla kıyaslanarak, kuramsal bir deneme yapılmış ve çeviri edinci kavramı yeniden açıklanmaya çalışılmıştır. Bu açıdan, çalışmanın gerek çeviribilim gerekse de endüstri açısından kuramsal çalışmalar ve uygulama sahasının bütünleştirilmesi ve böylece bir uzlaşı oluşturulabilmesi için katkı sağlayacağı düşünülmektedir

El presente cuaderno es el tercer número de los Cuadernos de la Universidad de Palermo dedicados a la difusión, problematización y puesta en discusión de los game studies regionales. Nuevamente con el apoyo del Instituto de Investigación... more

El presente cuaderno es el tercer número de los Cuadernos de la Universidad de Palermo dedicados a la difusión, problematización y puesta en discusión de los game studies regionales. Nuevamente con el apoyo del Instituto de Investigación y Experimentación en Arte y Crítica (IIEAC), de la Universidad Nacional de las Artes (UNA), este número reúne investigaciones sobre temas diversos que incluyen la gamificación, el género, las nuevas tecnologías, la infancia y la ética, entre otros, y que se organizan en torno a dos grandes operaciones que llamamos concentraciones, para dar cuenta de los trabajos que actualizan conceptos y polémicas ya abordados por los game studies, y aperturas, para el caso de los artículos que ponen en fase a los game studies con nuevas perspectivas que los exceden. Estos dos movimientos dan cuenta de la efervescencia y mutaciones que atraviesan los game studies locales, todavía en plena expansión.

El objetivo de este trabajo es identificar los componentes textuales de los productos de realidad virtual y reflexionar sobre su localización. En primer lugar, describimos los principales conceptos relacionados... more

El objetivo de este trabajo es identificar los componentes textuales de los productos de realidad virtual y reflexionar sobre su localización. En primer lugar, describimos los principales conceptos relacionados con este ámbito: la localización de software, de aplicaciones (móviles y web), de sitios web y de videojuegos; la traducción de textos audiovisuales, en particular las modalidades de subtitulado y doblaje; y la realidad virtual, con énfasis en la inmersión. En segundo lugar, ofrecemos una clasificación de productos de realidad virtual según sus características y componentes traducibles. En este marco, estudiamos tres casos de cada categoría —videos 360°, experiencias, videojuegos, aplicaciones y sitios web— en lo que respecta a su traducción o localización. Por último, presentamos algunas conclusiones y recomendaciones.

This article elaborates how residual traces of a video game’s national and cultural origins – overlooked or ignored due to limited funding – can be an ethically responsible part of game localization when the goal of localization is not... more

This article elaborates how residual traces of a video game’s national and cultural origins – overlooked or ignored due to limited funding – can be an ethically responsible part of game localization when the goal of localization is not simply immersion, full adaptation and economics, but the generation of cultural interaction. This article proposes that the moments of incongruity, when a player (uncomfortably) encounters residual traces, are a positive aspect of cultural circulation in that they help players learn how to become hybrid citizens. Far from being failures of localization, as industry professionals contend, this article elaborates how these traces should be seen as successes of responsible localization practice.

—The video game industry which originated in 1960s is now an important entertainment industry mostly thanks to the digital revolution, especially as of 2000s. In parallel, the video game industry gains today million dollars and this will... more

—The video game industry which originated in 1960s is now an important entertainment industry mostly thanks to the digital revolution, especially as of 2000s. In parallel, the video game industry gains today million dollars and this will be increasing more as the number of gamers enhances. Therefore, this study emphasizes the position of the game localization training within the academic translation teaching by analysing two universities' translation courses and thus questions the availability and the position of the game localization training among the related courses. The study also touched on other universities in this regard. Before the analysis, the study offers some information about the definition of the game localization, some of its features and its reflections on the related courses. In addition, aspects such as the translation competence which would-be translators must develop and tools used in the process so as to make student translators familiar with this new type of translation and to raise their awareness are also included.

Game localization is an unexplored mode of teletranslation in Chile. This work describes its main translational features and assesses the quality of English to Spanish Game Localization. In order to assess the quality of translation, a... more

Game localization is an unexplored mode of teletranslation in Chile. This work describes its main translational features and assesses the quality of English to Spanish Game Localization. In order to assess the quality of translation, a comparative analysis based on detecting translation errors, translation techniques, as well as adequate and “inadequate” translation was made. This study also included an opinion survey on the quality of Game Localization for Spanish speaking users from different countries. The results of this research show the lack of theoretical background for the techniques used by translators / localisers, which results in many errors and inadequate translations that affect the affect the escopos of the localisation process as a whole; that is: to reproduce the same gaming experience offered by the original. For this purpose, this research applies the functionalist approach (Nord, 1997/2005) during the data analysis. This represents the starting point in the study of this translation mode in Chile and positions the videogame as a new object of study for translation studies and related disciplines.

El sector de los videojuegos es, a efectos académicos y profesionales, apenas un sector recién nacido con muchos recovecos desconocidos todavía por explorar. Son pocos los estudios en el ámbito de la traducción y la interpretación... more

El sector de los videojuegos es, a
efectos académicos y profesionales, apenas
un sector recién nacido con muchos recovecos
desconocidos todavía por explorar. Son
pocos los estudios en el ámbito de la traducción
y la interpretación que profundicen en
este sector y muchos profesionales desconocen
todas las dinámicas que se están siguiendo
en la práctica profesional de la localización.
En este artículo definiremos la noción
de localización, con el significado tan amplio
que el propio término posee, para posteriormente
presentar dos claros ejemplos de localización
que están presentes en el día a día
del sector pero de los que muy pocos son
conscientes.

Yerelleştirme endüstrisi, bilindiği gibi 1990'ların başından itibaren popüler hale gelmiştir. Bu popülerlik kendini önce yazılım, sonra da internetin yaygınlaşmasıyla websitesi yerelleştirmesi alanında hissettirmiştir. Ancak bununla... more

Yerelleştirme endüstrisi, bilindiği gibi 1990'ların başından itibaren popüler hale gelmiştir. Bu popülerlik kendini önce yazılım, sonra da internetin yaygınlaşmasıyla websitesi yerelleştirmesi alanında hissettirmiştir. Ancak bununla beraber, diğer bir üçüncü alan daha ortaya çıkmıştır. Bu alan oyun yerelleştirmesi olarak bilinir. Oyun yerelleştirmesi alanında öne çıkan etmen oyuncunun oyunu kendi dilinde alımlamasını sağlayarak, oyunu daha ilgi çekici hale getirmek ve oynanabilirliği artırmaktır. Ayrıca, oyun yerelleştirmesi alanında, yazılım ve websitesi yerelleştirmesinden farklı olarak eğlendirmek ve böylelikle oyunun diğer dillerde satışını artırmak vardır. Eğlence endüstrisi alanında önemli bir hasılat getiren oyun yerelleştirmesi bazı dillerde/bölgelerde ise profesyonel anlamda nispeten yeni bir alan olduğundan sadece gönüllü kullanıcılar tarafından yapılır. Bu bağlamda, çalışmada Wolfenstein serilerinin en sonuncusu olan 5 Mayıs 2015 tarihli The Old Blood oyununun İngilizce dil dosyasından Türkçeye gönüllü bir kullanıcı tarafından yerelleştirilmiş versiyonunda benimsenen çeviri yaklaşımları incelenmiş ve bunun oyunun ilgi çekiciliğini, oynanabilirliğini, artırıp artırmadığı tartışılmıştır. Bu bağlamda ayrıca yerelleştirilmiş versiyonla ilgili erek kullanıcı yorumlarına da yer verilmiştir. Çalışmada, metne dayalı bir yaklaşım izlenmiş ve gerekli görülen noktalarda gönüllü oyun yerelleştirmesi ekibinden ilgili kişiyle mülakat yapılmıştır. Anahtar Sözcükler: Oyun yerelleştirmesi, lokalizasyon, yerelleştirme, oynanabilirlik, Wolfenstein The Old Blood, çeviri yaklaşımları.  Arş.Gör., Sakarya Üniversitesi Fen-Edebiyat Fakültesi Çeviribilim Bölümü.

This article aims to provide an overview of the video game localization process for mobile devices. It describes, step by step, the different stages and parties involved throughout the process; with a special emphasis on the translation,... more

This article aims to provide an overview of the video game localization process for mobile devices. It describes, step by step, the different stages and parties involved throughout the process; with a special emphasis on the translation, review, and testing stages.

El mercado español de videojuegos experimenta, en la actualidad, un verdadero auge en cuanto a la cantidad de títulos que llegan localizados al país. Aprovechando esta coyuntura, el presente Trabajo de Fin de Grado pretende simular la... more

El mercado español de videojuegos experimenta, en la actualidad, un verdadero auge en cuanto a la cantidad de títulos que llegan localizados al país. Aprovechando esta coyuntura, el presente Trabajo de Fin de Grado pretende simular la elaboración de un encargo de localización de videojuegos profesional al español de España. Por un lado, se han pormenorizado las fases típicas de gestión de un proyecto (recepción, elaboración del
presupuesto, facturación y entrega) y, de otro, las propias de un encargo de tales características: familiarización, traducción de elementos textuales y testeo lingüístico.
El corpus en cuestión será la versión de demostración del videojuego Tomorrow Will Be Dying, desarrollado por el estudio canadiense independiente Team Robo. El software completo, aún en desarrollo, pertenece al subgénero de las visual novels y, como tal, concilia en su seno secciones dialogadas y narrativas, en este caso, ambientadas en el
Japón contemporáneo. Todo ello conlleva una serie de dificultades en su trasvase lingüístico cultural que han sido sometidas a un análisis traductológico: conciliación de estrategias de traducción, manejo de registro y estilo, uso de etiquetas, limitaciones de espacio, conflictos con la interrelación texto-imagen, etc.
En definitiva, la culminación de este trabajo es la creación de un producto
totalmente localizado y funcional para los usuarios del locale de destino, y, sobre todo, el desempeño de las competencias profesionales de un futuro egresado que debe enfrentarse a una inminente entrada al mercado laboral.

WLAN has lately been applied to the problem of mobility tracking and behavior analysis. To further the development of the studies in this direction the positioning system that can perform on the network side with minimal human... more

WLAN has lately been applied to the problem of mobility tracking and behavior analysis. To further the development of the studies in this direction the positioning system that can perform on the network side with minimal human participation is needed. One of the current limitations is the requirement on the number of reference signal available. Thus, methods that require fewer reference signals for positioning are needed. This paper provides the comparison of WLAN based positioning methods that can operate with a single AP.

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*FOR ENGLISH, SEE THE "ENGLISH SUMMARY" SECTION AT THE END OF THE PAPER* Pro gradu -tutkielmassani selvitän, voiko terminologisen käännöstyön joukkoistaminen tuottaa saavutettavia termikäännöksiä tai -määritelmiä Pokémon-pääsarjan pelien... more

2000s technology made everything come up to each person’s devices by itself thanks to widespread broadband internet connection. Therefore, content business took its share from this revolution by digitalizing; however, since there are lots... more

2000s technology made everything come up to each person’s devices by itself thanks to widespread broadband internet connection. Therefore, content business took its share from this revolution by digitalizing; however, since there are lots of different people from different countries with different languages, cultures or understandings, localization became an issue for producers to satisfy their consumers with rapid growth of distribution via internet. That increase of internet connection also made digital content business market more and more competitive and video games became one of the most promising one with its growth, market size and accessibility. In this research, as a side-effect of globalization, localization is examined for video games with its moderation effect on digital purchasing intention. In order to analyze this effect, questionnaires with differing moderators are applied to Turkish gamers for understanding their intentions as a whole and change under different localization circumstances. For the statistical analyses and comparisons, different variations of multiple regression analysis is used mainly.

TFM para optar al título de máster en traducción.

Predkladaný príspevok sa venuje premenným v kontexte prekladu a lokalizácie herného aj neherného softvéru a webových lokalít. Autor premenné definuje ako integrálnu súčasť softvérových produktov, s ktorými jednotlivé softvérové produkty... more

Predkladaný príspevok sa venuje premenným v kontexte prekladu a lokalizácie herného aj neherného softvéru a webových lokalít. Autor premenné definuje ako integrálnu súčasť softvérových produktov, s ktorými jednotlivé softvérové produkty pracujú na programovacej rovine. Zároveň premenné rozdeľuje do štyroch typov, ktoré postupne popisuje, vysvetľuje a ozrejmuje ich vplyv na výsledný preklad. Všetky prípady sú doplnené o názorné príklady s vysvetlivkami, ktoré problematiku premenných ilustrujú aj z praktickej stránky.

The notion of localization has been examined by many scholars in Translation Studies (Benko and Rajčanová 1998; Esselink 2000; Pym 2001, 2004; Bernal- Merino 2006; O’Hagan and Mangiron 2013; Jiménez- Crespo 2018). Nonetheless, it seems... more

The notion of localization has been examined by many scholars in Translation Studies (Benko and Rajčanová 1998; Esselink 2000; Pym 2001, 2004; Bernal- Merino 2006; O’Hagan and Mangiron 2013; Jiménez- Crespo 2018). Nonetheless, it seems that there is a divide in theoretical approaches to localization between the localization industry and Translation Studies scholars. The localization industry defines translation only on a lexical level; it does not consider the shifts made due to things like cultural differences to be a part of the translation process, but rather sees it as an independent process conducted during localization. On the other hand, Translation Studies scholars have considered the problem of intercultural transfer as a relevant part of translation since the cultural paradigm shift in the 1980s. This different perspective on translation and localization is mainly visible in translation and localization agencies and associations. The Localization Industry Standards Association (LISA) defined localization as “taking a product and making it linguistically and culturally appropriate to the target locale […] where it will be used and sold” (Esselink 2000, 3). A quite similar definition of localization (albeit of literary texts) was given by Popovič (referencing Reiss 1971) as “an adaptation of thematic elements of the original connected with the locale of the original […] aiming to meet the conventions of the recipient” (1975, 278). In the Slovak Translation Studies tradition, we could call this “adaptation of thematic elements of the original” naturalization. The aim of this chapter is to analyze different theoretical sources dealing with translation and localization, and present relevant theories and descriptions by scholars and localization associations of what localization is and what translation is within it. The focus then shifts to proposing a context- based definition of localization
that would encompass both translation and culture. Such a definition could (at least to some extent) resolve the issues between the two clashing scholarly approaches to translation and localization.

Beim Übersetzen von Videospielen besteht die Aufgabe darin, das Spielerlebnis des Originals in einer anderen Sprache zu vermitteln. Ob eine Lokalisierung das schafft, ist schwierig zu messen. Nathalie Thiede stellt einen Ansatz vor, der... more

Beim Übersetzen von Videospielen besteht die Aufgabe darin, das Spielerlebnis des Originals in einer anderen Sprache zu vermitteln. Ob eine Lokalisierung das schafft, ist schwierig zu messen. Nathalie Thiede stellt einen Ansatz vor, der genau das leisten soll: Mittels des von Juliane House entwickelten Qualitätsanalysemodells vergleicht sie die lokalisierten deutschen Missionstexte eines Sci-Fi-Strategiespiels mit den englischen Originaltexten. Der Fokus dieser pragmatisch-funktionalen Analyse liegt auf lexikogrammatischen Mitteln, die den Adressaten einbeziehen und Rückschlüsse auf das soziale Verhältnis zwischen den Kommunikationspartnern zulassen – also auf Pronomen, Imperativen und verschiedenen Graden an Formalität. Thiede deckt subtile sprachliche und funktionale Unterschiede auf. Sie beleuchtet zudem die besonderen Herausforderungen der Videospiellokalisierung und unterbreitet Lösungsvorschläge für schwierige Fälle.

Los textos audiovisuales suelen recurrir a menudo al uso de la intertextualidad, en ocasiones con una finalidad humorística y en otras a modo de homenaje o evocación del recuerdo. La intertextualidad audiovisual da lugar a un sinfín de... more

Los textos audiovisuales suelen recurrir a menudo al uso de la intertextualidad, en ocasiones con una finalidad humorística y en otras a modo de homenaje o evocación del recuerdo. La intertextualidad audiovisual da lugar a un sinfín de posibilidades que solemos encontrar al darse cruces de personajes y elementos de producciones previas, contemporáneas o incluso futuras. Este fenómeno se observa constantemente en los videojuegos, en los que producen transvases culturales de todo tipo. En este artículo nos acercaremos al juego Leisure Suit Larry: Reloaded, fuente de abundantes referencias, para estudiar las características del intertexto videolúdico presente en el mismo. Mediante el estudio de ejemplos que contengan referencias intertextuales y apoyados en análisis previos propios y ajenos, estudiaremos las características y particularidades del mismo. De esta manera, podremos ver las diferencias con el audiovisual y el literario y descubriremos cómo se articulan las fases de su proceso de traducción.

Localization of video games is starting to attract attention in the Slovak academic environment. However, there are still some unresearched topics, especially when it comes to the origins of localization in Slovak. In this paper, we aim... more

Localization of video games is starting to attract attention in the Slovak academic environment. However, there are still some unresearched topics, especially when it comes to the origins of localization in Slovak. In this paper, we aim to investigate the history of Slovak video games and their localization, focusing on the period from the late 1980s to the late 1990s, and to gather the missing information on this issue from a linguistic and pragmatic viewpoint, both quantitatively and qualitatively.

Vilniaus universiteto Kauno fakultetas 1 (VU KnF) nuo 2012 metų vykdo bakalauro studijų programą „Audiovizualinis vertimas“: studentai mokomi dubliavimo, subtitravimo, užklotinio vertimo (angl. Voice-over), surtitravimo, subtitravimo... more

Vilniaus universiteto Kauno fakultetas 1 (VU KnF) nuo 2012 metų vykdo bakalauro studijų programą „Audiovizualinis vertimas“: studentai mokomi dubliavimo, subtitravimo, užklotinio vertimo (angl. Voice-over), surtitravimo, subtitravimo kurtiesiems ir kitų audiovizualinio vertimo modų (rūšių) subtilybių. Nuo 2016 metų rudens čia vykdoma ir antrosios pakopos studijų programa tuo pačiu pavadinimu. Siekiama studentams suteikti ne tik teorinių žinių, bet ir kuo labiau ugdyti praktinius įgūdžius, todėl aktyviai dalyvaujama konferencijose, bendradarbiaujama su kitais VU padaliniais bei socialiniais partneriais, organizuojamos viešos teorinės paskaitos, praktiniai seminarai, studentai savo patirtį pritaiko atlikdami praktinius darbus. Šiame tekste siekiama apžvelgti su audiovizualinio vertimo modomis – lokalizavimu ir garsiniu vaizdavimu – susijusias 2016-ųjų metų veiklas, kuriose dalyvavo VU KnF studentai ir dėstytojai.

Çevirmenlerin çeviri sürecinde kullandığı araç ve yöntemler bilişim ve iletişim teknolojilerinin etkisiyle günden güne değişmekte, neticede çevirmenin uzmanlık alanlarında çeşitlenmeler meydana gelmektedir. Bu çeşitlenme, çevirmenin... more

Çevirmenlerin çeviri sürecinde kullandığı araç ve yöntemler bilişim ve iletişim teknolojilerinin etkisiyle günden güne değişmekte, neticede çevirmenin uzmanlık alanlarında çeşitlenmeler meydana gelmektedir. Bu çeşitlenme, çevirmenin üstlendiği roller ve sorumlulukların da değişmesine yol açmaktadır. Bu açıdan bilgisayar teknolojilerinin önemli ölçüde etkilediği bir alan da yerelleştirmedir. Günümüzde yerelleştirme endüstrisi kavramı çeviri endüstrisinden daha popüler bir hale gelmeye başlamıştır. Bu çalışmada, yerelleştirme endüstrisi altında incelenen yazılım ve web yerelleştirme türleri dışında oyun yerelleştirmesi tanımlanarak, özelliklerine yer verilmiş ve bu alanın Türkiye'de bir uzmanlık çeviri alanı olarak nitelendirilip nitelendirilemeyeceği üzerinde durulmuştur. Ayrıca oyun yerelleştirmesinin amatör bir uğraş olarak sürdürüldüğü kadar profesyonel bir etkinlik olarak değerlendirilip değerlendirilemeyeceği de gösterilmiştir. Bu amaçla oyun yerelleştirmesinin Türkiye'deki akademik çeviri eğitimi veren kuruluşlardaki konumu sorgulanmış ve bir müfredat incelemesi yapılmıştır. Çalışmada orantılı bir analiz yapmak üzere üç devlet ve üç vakıf üniversitesi olmak üzere altı üniversite belirlenmiştir. Bu amaçla İstanbul Üniversitesi, Boğaziçi Üniversitesi, Sakarya Üniversitesi, Yeditepe Üniversitesi, İzmir Ekonomi Üniversitesi ve Bilkent Üniversitesi mütercim tercümanlık programları betimleyici yöntemle incelenmiştir.

Japanese video games have entertained players around the world and played an important role in the video game industry since its origins. In order to export Japanese games overseas, they need to be localized, i.e., they need to be... more

Japanese video games have entertained players around the world and played an important role in the video game industry since its origins. In order to export Japanese games overseas, they need to be localized, i.e., they need to be technically, linguistically, and culturally adapted for the territories where they will be sold. This article hopes to shed light onto the current localization practices for Japanese games, their reception in North America, and how users’ feedback can contribute to fine-tuning localization strategies. After briefly defining what game localization entails, an overview of the localization practices followed by Japanese developers and publishers is provided. Next, the paper presents three brief case studies of the strategies applied to the localization into English of three renowned Japanese video game sagas set in Japan: Persona (1996–present), Phoenix Wright: Ace Attorney (2005–present), and Yakuza (2005–present). The objective of the paper is to analyze ho...

The Tradumàtica Summer School: Translation Technologies is an intensive course for people interested in automatised translation processes (Computer-Assisted Translation, Machine Translation, Localisation, etc.). The process of translation... more

The Tradumàtica Summer School: Translation Technologies is an intensive course for people interested in automatised translation processes (Computer-Assisted Translation, Machine Translation, Localisation, etc.). The process of translation in the knowledge society is carried out with the assistance of technology and translation tools. In fact, technology itself has generated the need to translate a huge variety of digital formats that can only be translated with the help of specific computer resources, such as texts in digital support (websites, mobile apps, TVs, etc.). The mastery of such tools is also essential in any field of specialised translation (i.e., scientific, technical or sworn translation).

Digitalna revolucija je dovela do pojave mnogih novih zanimanja koja kao glavno sredstvo koriste jezik – kopirajter, SEO stručnjak, kreator multimedijalnog digitalnog sadržaja i sl. Mnoga stara zanimanja doživela su promene, pa se danas... more

Digitalna revolucija je dovela do pojave mnogih novih zanimanja koja kao glavno sredstvo koriste jezik – kopirajter, SEO stručnjak, kreator multimedijalnog digitalnog sadržaja i sl. Mnoga stara zanimanja doživela su promene, pa se danas ne mogu ni zamisliti bez upotrebe softvera. Prevodilac, na primer, mora da poznaje rad u bar jednom alatu za računarski potpomognuto prevođenje, upravljanje terminologijom i proveru kvaliteta prevoda. Filolozima se danas pruža prilika da svoja znanja povežu sa kompjuterskim i marketinškim veštinama i tako odgovore na realne potrebe na tržištu rada. Ovaj trend su već prepoznali mnogi fakulteti, koji su u svoje kurikulume uključili interdisciplinarne kurseve za filologe. Ovde ćemo izložiti našu zamisao jednog jednosemestralnog kursa koji bi mogao biti ponuđen studentima arabistike, mada se isti princip može primeniti i na druge filologije. Cilj kursa bio bi da ohrabri studente da poznavanje arapskog jezika i kulture povežu sa znanjima i veštinama traženim u poslovima 21. veka. Kurs bi se sastojao iz interaktivnih predavanja i praktičnog dela, gde se simuliraju projekti kakvi bi mogli da se jave u realnom poslovnom okruženju. Ključne reči: digitalna humanistika, arapski jezik, lokalizacija, CAT alati, kopirajting, SEO