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1

Souza, Ricardo Vinicius Ferraz de. "Tradução e videogames: uma perspectiva histórico-descritiva sobre a localização de games no Brasil." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/8/8160/tde-03122015-131933/.

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Os videogames são hoje uma das formas de entretenimento mais populares em todo o mundo. Muito desse sucesso só foi possível graças à tradução, a qual, por meio de versões localizadas para os mais diversos idiomas, contribuiu decisivamente para que os videogames alcançassem um número cada vez maior de mercados e chegassem a milhões de lares ao redor do planeta. Esta dissertação, de caráter eminentemente historiográfico, tem por objetivo examinar a relação entre a tradução/localização e os videogames desde seu início até os dias de hoje. Além disso, pretende também, por meio da análise de alguns jogos, traçar um panorama acerca de como se dá esta relação sob o contexto brasileiro, abordando as características e especificidades que a localização de games tem apresentado no Brasil ao longo do tempo. A análise desses jogos está fundamentada sob duas perspectivas: a) uma perspectiva histórica, em que se buscará situar as épocas em que foram lançados às etapas de evolução dos videogames e sua relação com a tradução/localização em cada momento; e b) uma perspectiva descritiva, em que se realizará uma análise dos aspectos acerca da tradução/localização observados nesses jogos, fundamentada sob as bases teóricas utilizadas nesta dissertação: o conceito de domesticação/estrangeirização (Venuti, 1995), a teoria funcionalista do Skopos (Vermeer, 1986) e o conceito de Gameplay Experience (Souza, R.V.F., 2014).
Video games are today one of the most important forms of entertainment worldwide. Much of this success was only made possible due to translation, which, through localized versions into various languages, contributed decisively for video games to achieve a growing number of markets and reach millions of homes across the globe. This dissertation, of an eminently historiographical nature, aims to examine the relation between translation/localization and video games from their beginning until the present day. Furthermore, it also intends, through the analyses of a number of games, to provide an overview on how this relation works under the Brazilian context, addressing the characteristics and specificities that video game localization has been showing over time. The analysis of such games is founded upon two perspectives:a) a historical perspective, which will seek to situate the times when they were released to the stages of evolution of video games and their relation with translation/localization in each moment; and b) a descriptive perspective, which will undertake an analysis of translation/localization aspects observed in such games, founded upon the theorical basis utilized in this dissertation: the concept of domestication/foreignization (Venuti, 1995), the functionalist Skopos theory (Vermeer, 1986) and the concept of Gameplay Experience (Souza, R. V. F., 2014).
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Dunkel-Duerr, Evamaria. "Otome Game localization : A case study of the character Toma from Amnesia." Thesis, Högskolan Dalarna, Institutionen för språk, litteratur och lärande, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-35913.

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Using the Otome game Amnesia and its localized version Amnesia: Memories as a case study, the phenomenon of Otome games was explored from a translation- and Japanese studies' perspective. This paper investigated how translation choices shape character personality, and, as such, Western views. Toma, the most popular character from the Amnesia franchise according to Japanese popularity rankings, was received differently by the Western audience. This study aimed at exploring how translation choices might be related to this difference in reception. As such, it posed the questions: In what respect could changes that occurred during the localization process have led to an alteration of Toma's personality? How could these changes explain the discrepancy between player reception in Japan and the West? Upon analyzing the scripts, a connection between the effect created by certain translation strategies and Western player reception became apparent. Effects identified included the erasure of entry points for "self-inserting" players, the creation of a distorted first impression and the infringement of the players' spaces in ways not present in the original. The connection between character personality and the creation of an "equivalent gameplay experience" was explored. It resulted in the confirmation of the hypothesis surrounding their overall inseparability in an Otome game context, with the exception of a minority of justifiable cases where personality alterations were conducted in favor of a culturally equivalent gameplay experience. The impact of pre-filled gaps in the text led to decreased opportunities for players to contribute to the creation of meaning, while the presence of mistranslations sparked feelings of confusion regarding the character's sanity. Taking the role of the translator, the player and the virtual love interest into consideration, this paper suggests an approach derived from acting as a tool for future character personality preservation in Otome game translation.
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Gunaratne, Anuranga Sajith. "A COMPARATIVE ANALYSIS OF LOW COST LOCALIZATION METHODS FOR A MARIO KART GAME APPLICATION." DigitalCommons@CalPoly, 2012. https://digitalcommons.calpoly.edu/theses/841.

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In vehicle navigation systems, it is important to have accurate estimates of vehicle positioning. The process of determining positioning is called localization. There are two methods for localization, absolute positioning and relative positioning [1]. An absolute positioning system, such as Global Positioning System (GPS), determines the localization by using external distance and heading measures. Relative localization determines the position of an object based on its previously known location and through sensors that determine speed and heading. Examples of relative positioning sensors include wheel encoders, inertial sensors and accelerometers. The objective of this thesis is to analyze different methods to perform localization and navigation on low speed, low cost go-karts for Augmented Reality Mario Kart game application. Several different low cost localization methods (both absolute and relative positioning methods) were tested and compared in order to improve positioning information of the go-karts. It was found that the popular solution for localization, absolution positioning using GPS, alone provided insufficient accuracy needed for this game system. Dead-Reckoning (DR), a relative positioning technique, also suffered from inaccuracies due to accumulation of measurement error when used by itself. The optimum low cost solution was achieved by using GPS and DR in conjunction with beacons to deliver the best accuracy. The improvement of this solution with four beacons over the standalone GPS solution was 3.620 meters in Root Mean Square Error (RMSE), the error criterion used in this project.
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Wagner, Michael. "The Dark Souls of Internationalization : Video Game Developers Enter the Chinese Market." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96031.

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This thesis analyzes how the institutional environment of the Chinese market affects market entry by foreign PC video game developers. The thesis utilizes a qualitative, multiple case study of five independent PC video game developers from around the world. The results of the thesis finds that despite China’s strict rules regarding video game publishing by foreign developers, culture and language are stronger influences on market entry strategies than Chinese regulations for the PC platform. This is due to the prevalent use of Steam, not only by foreign developers, but also their Chinese partners who publish the game to bypass the approval process mandated by the State Administration of Press and Publication (SAPP). The study also finds that, despite being in a leveraged market position due to regulations, Chinese publishers provide host of services for the developer partners for a revenue share deemed within industry standards. Additionally, localization strategies are discussed by each of the cases and this thesis finds that, while a basic translation can have success in the Chinese market, utilizing native Chinese speakers has a significant impact on a game's success, regardless of the professional level of the translation. Finally, despite the notoriety of piracy in China, developers expressed indifference to the practice, however, several methods have been identified to help mitigate the activity.
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Qian, Wuqian. "The dissemination and localization of anime in China : Case study on the Chinese mobile video game Onmyoji." Thesis, Stockholms universitet, Institutionen för Asien-, Mellanöstern- och Turkietstudier, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-158768.

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6

Widman, Ludvig. "Binaural versus Stereo Audio in Navigation in a 3D Game: Differences in Perception and Localization of Sound." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85512.

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Recent advancements in audio technology for computer games has made possible for implementations with binaural audio. Compared to regular stereo sound, binaural audio offers possibilities for a player to experience spatial sound, including sounds along the vertical plane, using their own headphones. A computer game prototype called “Crystal Gatherer” was created for this study to explore the possibilities of binaural audio imple- mentation regarding localization and perception of objects that make sound in a 3D game. The game featured two similar game levels, with the difference that one used binaural sound, and the other stereo sound. The levels consisted of a dark space that the player could navigate freely with the objective to find objects that make sound, called “crystals”, as fast as they could. An experiment was conducted with 14 test sub- jects that played the game, qualitative and quantitative data was collected, including the time the players took to complete the game levels, respectively, and answers about how they experienced the levels. A majority of test subjects reported that they per- ceived a difference between the levels. No significant difference was found between the levels in terms of efficacy of finding the objects that made sound. Some test subjects stated that they found localization was better in the binaural level of the game, others found the stereo level to be better in this respect. The study shows that there can exist possibilities for binaural audio to change the perception of audio in computer games.
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Kljajic, Haris, and Oskar Karlsson. "Applying automated testing in an existing client-server game : A pursuit for fault localization in Quake 3." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-50740.

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This paper addresses the question formulation “Is it possible to implement automated testing in an existing client-server game in order to pinpoint faults and achieve credibility to tests?” The gaming industry’s goal, in most cases, is to release games that appeal to both their financial goals and the enjoyment factor of the players. In order to fulfill these goals, the game will need to function properly and the process to assure this is testing the game to find possible faults. This process is time and cost consuming in an exponential rate in accordance to game extensiveness, which makes this problem a very important decision in the process of development. The problem is most commonly tackled by using massive manual testing session, called alpha or beta sessions. In these session the game is at an early stage of development and gets released to a set player base to test and report issues encountered. We believe that the process of testing games could be more effective by utilizing automated testing. This thesis will investigate the possibilities to our claim. The result is a visual representation of the tests we managed to apply, while focusing on the client-server connectivity of Quake 3 and a graph of measurements for our improvised fault localization. This paper describes a solution in form of automated tests within a existing client-server game and a start to what could be early stages of a pattern obtained throughout this project.
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Giacomini, Marco. "Startare un game o iniziare una partita? La locale IT:Gaming in Apex Legends: una proposta di localizzazione “sovversiva” con l’introduzione dell’ipotesi di “economia pratico-linguistica”." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20463/.

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L'elaborato si prefigge di presentare una proposta di localizzazione di Apex Legends attraverso l'utilizzo di una metodologia che introduce la locale IT:Gaming, supportata dall'ipotesi di "economia pratico-linguistica". Si tratta di una localizzazione "sovversiva", il cui obiettivo è quello di utilizzare la lingua d'uso che si è stabilita tra gli utenti dei videogiochi online.
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Pambianchi, Federica. "Quando Wonder Woman diventa un bottone Adattamento e transcreation nel videogioco Simulacra." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20344/.

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In questo progetto verranno illustrate e analizzate le scelte traduttive e le strategie impiegate nella traduzione di stringhe particolarmente complesse o “intraducibili” nel videogioco Simulacra. La definizione di videogioco proposta nel primo capitolo, mostrerà come il videogioco non sia solamente un prodotto ma una vera e propria esperienza. Si analizzerà il concetto di gameplay sia dal punto di vista del game design che da quello dei giocatori, sottolineando l’importanza dei concetti di immersività, presenza e flusso. Verrà proposta una panoramica generale sul settore della localizzazione di videogiochi, sul ruolo del localizzatore e sui materiali localizzabili. Nel secondo capitolo verrà presentato il videogioco Simulacra, evidenziandone le caratteristiche che lo rendono altamente immersivo. Queste, unitamente a un breve sondaggio informale, dimostreranno la necessità di una traduzione italiana per il mantenimento dell’esperienza immersiva. Inoltre, verranno illustrati i software e i CAT tools usati per la traduzione. L’analisi di quest’ultima evidenzierà due problemi principali: il mantenimento dell’ambiguità di genere di alcune stringhe anche nella traduzione italiana, in modo che il giocatore possa identificarsi indipendentemente dal genere o dall'orientamento sessuale, e l’apparente intraducibilità di giochi di parole, battute e allusioni contenute in alcune stringhe, per cui si è rivelato utile ricorrere alle tecniche di adattamento e transcreation. Prima di analizzare e commentare ogni scelta fatta in questo senso, verrà proposta una definizione di transcreation e una panoramica del dibattito riguardante questo termine.
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Feng, Jihan. "From role play to behavior: How cultural background influences Western and Eastern MMOG players in world of warcraft." Thesis, Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/52249.

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Researchers have been studying virtual world culture for decades. However, little attention has been devoted to the intersection of virtual world culture and real world culture. Even less attention has been given to the study of comparing players' different virtual world game behaviors that have been influenced by their own real world cultural background. In this paper, I specifically focus on identifying the differences among American, Chinese, and Taiwanese cultures and the unique aspects of players with distinct cultural backgrounds that alter the atmosphere of the game. This is a mixed-method モtrans ludicヤ? study across three game servers that included participant observation, interviews, and surveys. The result of this study show that real world culture influences virtual world culture. Players in different countries bring real life experiences to the game and form their own emergent sub-cultures and sub-rules under the larger structure of the designated game rules and social conventions. When players immigrate from their original server to other countries' servers, initially they tend to find people from the same country to play with and follow their old social conventions, which are the sub-rules they create in their old servers, rather than play with the local players and adapt to new customs. However, over time, players develop hybrid cultures that adopt features from both the old cultures. This study also demonstrates that emergent behaviors are likely to occur when players face problems or difficult challenges.
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Abdelghaffar, Hossam Mohamed Abdelwahed. "Developing and Testing a Novel De-centralized Cycle-free Game Theoretic Traffic Signal Controller: A Traffic Efficiency and Environmental Perspective." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/100681.

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Traffic congestion negatively affects traveler mobility and air quality. Stop and go vehicular movements associated with traffic jams typically result in higher fuel consumption levels compared to cruising at a constant speed. The first objective in the dissertation is to investigate the spatial relationship between air quality and traffic flow patterns. We developed and applied a recursive Bayesian estimation algorithm to estimate the source location (associated with traffic jam) of an airborne contaminant (aerosol) in a simulation environment. This algorithm was compared to the gradient descent algorithm and an extended Kalman filter algorithm. Results suggest that Bayesian estimation is less sensitive to the choice of the initial state and to the plume dispersion model. Consequently, Bayesian estimation was implemented to identify the location (correlated with traffic flows) of the aerosol (soot) that can be attributed to traffic in the vicinity of the Old Dominion University campus, using data collected from a remote sensing system. Results show that the source location of soot pollution is located at congested intersections, which demonstrate that air quality is correlated with traffic flows and congestion caused by signalized intersections. Sustainable mobility can help reduce traffic congestion and vehicle emissions, and thus, optimizing the performance of available infrastructure via advanced traffic signal controllers has become increasingly appealing. The second objective in the dissertation is to develop a novel de-centralized traffic signal controller, achieved using a Nash bargaining game-theoretic framework, that operates a flexible phasing sequence and free cycle length to adapt to dynamic changes in traffic demand levels. The developed controller was implemented and tested in the INTEGRATION microscopic traffic assignment and simulation software. The proposed controller was compared to the operation of an optimum fixed-time coordinated plan, an actuated controller, a centralized adaptive phase split controller, a decentralized phase split and cycle length controller, and a fully coordinated adaptive phase split, cycle length, and offset optimization controller to evaluate its performance. Testing was initially conducted on an isolated intersection, showing a 77% reduction in queue length, a 17% reduction in vehicle emission levels, and a 64% reduction in total delay. In addition, the developed controller was tested on an arterial network producing statistically significant reductions in total delay ranging between 36% and 67% and vehicle emissions reductions ranging between 6% and 13%. Analysis of variance, Tukey, and pairwise comparison tests were conducted to establish the significance of the proposed controller. Moreover, the controller was tested on a network of 38 intersections producing significant reduction in the travel time by 23.6%, a reduction in the queue length by 37.6%, and a reduction in CO2 emissions by 10.4%. Finally, the controller was tested on the Los Angeles downtown network composed of 457 signalized intersections, producing a 35% reduction in travel time, a 54.7% reduction in queue length, and a 10% reduction in the CO2 emissions. The results demonstrate that the proposed decentralized controller produces major improvements over other state-of-the-art centralized and de-centralized controllers. The proposed controller is capable of alleviating congestion as well as reducing emissions and enhancing air quality.
PHD
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Regehr, Dominic. "Localization strategies of multinationals in Brazil which characteristics of the Brazilian market force multinational companies to localize their marketing activities?" reponame:Repositório Institucional do FGV, 2013. http://hdl.handle.net/10438/11097.

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Uma vez que as perspectivas de crescimento económico nos países mais desenvolvidos, como a Europa, os EUA eo Japão estão diminuindo, os mercados emergentes têm se tornado cada vez mais importante para muitas empresas multinacionais. Brasil, Rússia, Índia e China (BRICs) são agora os principais mercados em crescimento em todo o mundo e as empresas estão buscando estratégias para explorar ao máximo o potencial de consumo promissor nessas regiões. Um dos modos mais elaborados de prosseguir essa estratégia é conhecida como 'localização' - uma adaptação das práticas de negócios (ao longo de toda a cadeia de suprimentos) com as preferências e condições locais. Este artigo é projetado para analisar as atividades de localização de empresas multinacionais no Brasil. O foco da análise é o de investigar as características do mercado brasileiro, que induzem as multinacionais a localizar o seu marketing mix (composto de produto, preço, colocação e promoção). Em dois estudos de casos com a empresa Suiça Nestlé e a empresa Alemã Volkswagen vários padrões de localização foram no mercado consumidor brasileiro. Os quatro resultados mais significativos da análise são os diferentes padrões sociais o Brasil, que forçar as empresas a reformular certas funções do seu mix de marketing (por exemplo, a colocação no caso da Nestlé), a aceitação dos consumidores brasileiros a pagar preços relativamente elevados (por exemplo, taxas de Volkswagen até 100% mais por seus produtos em relação à Alemanha); o enorme tamanho do Brasil ea infra-estrutura deficiente, que exigem uma abordagem de distribuição localizada; eo caráter atualmente ainda menos exigente dos estratos de consumidores brasileiros emergentes, que permitem às empresas oferecer produtos menos sofisticados em comparação aos mercados europeus.
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CATHARINO, MARILIA G. M. "Analise de mercurio e selenio em materiais biologicos pelo metodo de analise por ativacao com neutrons." reponame:Repositório Institucional do IPEN, 2002. http://repositorio.ipen.br:8080/xmlui/handle/123456789/10988.

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Dissertacao (Mestrado)
IPEN/D
Instituto de Pesquisas Energeticas e Nucleares - IPEN/CNEN-SP
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Ortolani, Margherita. "A Blind Legend: la traduzione degli audio game e l'accessibilità per i giocatori non vedenti." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20419/.

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Lo scopo di questa tesi è offrire una panoramica della situazione corrente nel campo dell’accessibilità videoludica, illustrando i progressi ottenuti finora a livello tecnologico e prendendo in esame i limiti e le potenzialità dei videogiochi che vengono attualmente sviluppati per i giocatori non vedenti. Il primo capitolo, dedicato alla localizzazione in senso generale, si apre con un’introduzione al mercato dei videogiochi per dispositivi mobili, di cui fa parte anche il gioco analizzato, e prosegue concentrandosi sul significato di esperienza di gioco, sulla sua importanza e su come le scelte e soprattutto gli errori fatti durante il processo di sviluppo e localizzazione possono incidere sull’accessibilità di un titolo e, di conseguenza, sul suo apprezzamento da parte del pubblico. Il secondo capitolo tratta l’accessibilità videoludica più da vicino, introducendola brevemente dal punto di vista storico e illustrando poi le tecniche e gli accorgimenti utilizzabili per rendere un gioco più accessibile. Vengono inoltre presentati alcuni esempi rilevanti di leggi e norme adottate per garantire, nel mondo e nei singoli paesi, l’accesso alla cultura in quanto diritto universale di ogni cittadino, a prescindere da qualsiasi tipo di disabilità. Il terzo capitolo contiene il testo e la traduzione a fronte del videogioco A Blind Legend, audio-game accessibile ai giocatori non vedenti. Il quarto capitolo, infine, è dedicato alla descrizione del metodo utilizzato per tradurre, nonché ad alcune considerazioni su quale sia il giusto approccio da adottare quando si lavora su questo genere di giochi.
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Lin, Lolo. "What are the graphical differences between Asian and Western playable female game character? : And what do people with different ethnic background prefer?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13810.

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This research aimed to investigate game developers' preferences and graphical differences between Chinese and Western female game characters. Parts of the survey were conducted in China and in cooperation with Game Hub Scandinavia (2015). For this research, an image analysis and two models were made. The image analysis analyzed common elements that exist between different female characters from Chinese and Western game toplists. One model was based on a Chinese game toplist and the other model was based on a Western game toplist. The survey was conducted through Internet surveys and interviews. Results showed that there were graphical differences between games from Chinese and Western game lists, but there is not a significant difference between game developers' preferences.
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Blokker, Chantal, and Florent Schmidt. "Censorship as Part of Localization : Practice and Perception of Regional Changes in Japanese and Western Video Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413713.

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Regular online outrage about changed content in regional editions of video games has brought our attention to the concepts of censorship and localization. Game Rating Systems have their fair share of critics among those debating the details of localized content and prove to be in a peculiar position between developers and the end-user. The current state of the industry shows that alterations are made to regional versions of a game, especially with regards to sensitive topics such as violence, nudity, and sexualization. A survey to gauge end-users’ perception on these topics has been spread amongst residents of Japan and Western regions. Japanese respondents show to be more accepting of legislation surrounding video games whereas Western respondents tend to display a severe dislike for any sort of legislation, and often see not only censorship, but also localization in a negative context. Censorship, self-censorship, and localization are complicated and nuanced topics that turn out to be complexly intertwined with the practice of game production.
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Bankler, Jon Victor. "The Cultural Adaptation of Playful Learning : Aspects to consider when culturalizing a children’s educational game for the Chinese market." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17683.

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This study explores suitable applications of culturalization in the case of educational games for children, specifically in relation to the Chinese market. Culturalization, in the context of video games, are design choices and adjustments applied to a product in order to cater to the needs of different cultural environments. The characteristics of both this genre, and this target locale, determines to which aspects of the product culturalization should be applied. Using three commercial educational games as a basis for discussion, the research was conducted through a series of expert interviews with pedagogues, localizers and game researchers in China. By analyzing the data gathered through these interviews, a series of aspects to consider for culturalization was defined. These were: usage of cultural references; the branding of the product; educational utility in relation to the local school curriculum; choice of gamification design.
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Arzani, Caterina. "La traduzione che non c’è. Torment: Tides of Numenera." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/17216/.

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The market of videogames has been growing more and more int the last years, reaching a revenue of more than 91 million dollars on a global scale. But while videogames enter the lives of more and more people, some companies choose to cut some languages from their internationalization projects. The project described in this dissertation analyses the case of Torment: Tides of Numenera, trying to discern the reasons that brought the developers to cut the Italian translation for the game, aiming to find how this choice has influenced the experience of Italian gamers. To this aim, the dissertation is organized in four main chapters. Chapter 2 examines the general characteristics of videogame localization, its polysemiotic nature and the added level of complexity given by the fragmentation typical of software syntax. Chapter 3 presents the details that compose the game’s identity: its genre, its predecessor and the world in which it is set. Chapter 4 contains the analysis of the actual localization project, including the technical, linguistic and textual issues faced during translation. Chapter 5 focuses instead on the reaction of the Italian public to the lack of a localization, both among the professionals of the sector and among the players. Finally, the project results are discussed, highlighting why the same reasons that bring a developer to cut the localization, also speak to the importance of a translation for the experience of Italian-speaking gamers.
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Amorino, Chiara. "Tra humor e transcreation: la localizzazione di West of Loathing." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20446/.

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West of Loathing è un gioco di ruolo in cui i personaggi sono figure stilizzate inserite in un ambiente di gioco simile a un Old West americano caricaturato. Nonostante per sua natura condivida caratteristiche con gli altri RPG, West of Loathing si discosta da essi e dal genere grazie alla sua carica umoristica, incalzante e coinvolgente. Disseminato di giochi di parole, modi di dire e battute, West of Loathing è un perfetto oggetto di studio dal punto di vista della transcreation. La sua traduzione supera la nozione di localizzazione in sé e per sé per lasciare spazio alla creatività e alla fantasia, delle quali si analizzeranno vari esempi nel presente lavoro di tesi. La tesi si compone di tre parti principali: dopo una breve introduzione (1) sui videogiochi in generale, la prima parte (contenuta nel capitolo 2) esamina in dettaglio il genere RPG e i motivi per cui West of Loathing vi appartiene, distanziandosi allo stesso tempo grazia alla sua comicità; la seconda parte (capitolo 3) esplora la teoria alla base della localizzazione e della transcreation, e il rapporto di dipendenza reciproca tra umorismo e videogiochi; la terza parte (4) è incentrata sugli estratti più importanti e umoristici della traduzione, la quale si trova in appendice.
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Dong, Luo. "La localización de videojuegos en China: Estudio de caso de la traducción de League of Legends." Doctoral thesis, Universitat Autònoma de Barcelona, 2018. http://hdl.handle.net/10803/666605.

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Roy, Enakshi. "The Indian Game Show Kaun Banega Crorepati in the context of Media Globalization and Glocalization." Ohio University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1306952304.

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22

Fabbri, Marialaura. "La localizzazione fra tailorization e customization. Traduzione a tutto tondo, agency del localizzatore e proposta di piano formativo." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20482/.

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Il presente elaborato si propone di esplorare e approfondire la natura della figura del localizzatore di videogiochi e della sua formazione specifica, ampliando il discorso sulla difficoltà del lavoro di localizzazione ed esplorando le sfaccettature di questo specifico tipo di processo traduttivo, quindi tutte quelle caratteristiche che ne costituiscono la complessità ma che al tempo stesso, proprio in virtù della loro problematicità, rappresentano elementi di fascino e di interesse dal punto di vista traduttologico. Dopo aver fornito una panoramica sul funzionamento del mercato videoludico e sul suo stato attuale, partendo dall’idea di localizzazione come tipologia di traduzione complessa e dall’idea del videogioco come prodotto su misura, si cercherà di raggiungere tre obiettivi principali: suggerire un’idea di localizzazione come “traduzione a tutto tondo”, ridefinire il concetto di agency del localizzatore e proporre un piano formativo specifico per localizzatori. Tutto ciò verrà portato a termine passando per alcuni dei concetti fondamentali sia per il videogioco, sia per la localizzazione, come immersione, assets, constraints, tailorization e customization.
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Shuneika, Hanna. "Proofreading and analysis of the Italian localization of the first 5 chapters of the videogame The Last of us." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16484/.

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In the paper we will analyze the Italian localization of the first 5 chapters of the videogame The Last of Us. We will also offer alternative translations and will correct the localization mistakes. The paper consists of five chapters, introduction and conclusion. Each of the chapters represents a category of the revised translation: done badly, omitted translations, done well, could be improved, wrong register or wrong swear words translations. We will observe and analyze the Italian localization of the first five chapters of the videogame and propose the alternatives in the cases of errors and ambiguities, as well as highlight well done translations that reflect the differences between English and Italian grammar, syntax and semantics. The revised parts of the localization primarily include the translation of the subtitles and the artifacts (written documents, not voiced) within the game. The dubbing and the lip sync are not analyzed, unless they influence the translation in one way or another. The orthography and punctuation of the subtitles are kept the same in the thesis as they are in the game. The swear words will be fully spelled for transparency. In the conclusion we will close with the state of the Italian localization of videogames in general and of this one in particular.
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Carlini, Mirco. "“Dove hai imparato a fare queste cose, piccola?” Localizzazione videoludica e Gender Translation Studies: un’analisi della saga di Tomb Raider." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/17815/.

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After a brief introduction to the gaming industry and the gaming localization industry, and a glimpse of the gender representation issue that in some ways persists to this day in the videogame world, this dissertation considers as its object of inquiry the Italian localization of the acclaimed Tomb Raider saga. Its main aim is to scrutinize the evolution of the titles’ main character, Lara Croft, with the objective of pinning down the gender-related issues that arise in the translation from English into Italian. Since the videogame industry has been marred for decades by what could be considered a serious issue with gender representation, this dissertation highlights the elements of game localization that can be taken into consideration to mitigate this issue. Through a discussion of the topics of fidelity and culturalization, it is argued that by following the disruptive and revolutionary principles theorized by the feminist scholars that started Gender Translation Studies, the translator could contribute to reduce the discriminatory and sexist content that the analysis shows could be, even inadvertently, introduced during the translation process. To this end, the global intent of fidelity towards the translation project and the translator-client relationship would still be maintained, but the translator would be given greater liberty to commit to choices as dictated by a newfound sensitivity towards gender-related issues, with the ever-present assurance that the look and feel of the final product would not be compromised in any way.
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Marešová, Pavla. "Vliv Baťova podnikání na vybrané brazilské regiony." Master's thesis, Vysoká škola ekonomická v Praze, 2011. http://www.nusl.cz/ntk/nusl-111914.

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The master thesis focuses on Jan Baťa's colonization in Brazil which took place from forties of 20th century. The aim of this thesis is to describe a specific example of the influence of private enterprise and foreign direct investment on regional development in the context of developing countries. The main objective of this thesis is to demonstrate that Baťa's activities have played an important role in the development of the regions. In this context, the thesis will try to prove that towns created by Jan Baťa dispose such economic characteristics that reflect the level of higher territorial units and are a constant element of the economic system of the Brazilian states. Another goal of the thesis is to explain the context of historical aspects associated with the arrival of Jan Baťa to Brazil on location factors, which played a key role in determining the location of Baťa's activities.
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Zemánek, Ondřej. "Počítání vozidel v statickém obraze." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2020. http://www.nusl.cz/ntk/nusl-417211.

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Tato práce se zaměřuje na problém počítání vozidel v statickém obraze bez znalosti geometrických vlastností scény. V rámci řešení bylo implementováno a natrénováno 5 architektur konvolučních neuronových sítí. Také byl pořízen rozsáhlý dataset s 19 310 snímky pořízených z 12pohledů a zachycujících 7 různých scén. Použité konvoluční sítě mapují vstupní vzorek na mapu hustoty vozidel, ze které lze získat jejich počet a lokalizaci v kontextu vstupního snímku. Hlavním přínosem této práce je porovnání a aplikace dosavadních nejlepších řešení pro počítání objektů v obraze. Většina z těchto architektur byla navržena pro počítání lidí v obraze, proto musely být uzpůsobeny pro potřeby počítání vozidel v statickém obraze. Natrénované modely jsou vyhodnoceny GAME metrikou na TRANCOS datasetu a na velkém spojeném datasetu. Dosažené výsledky všech modelů jsou následně popsány a porovnány.
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Correia, Tiago de Barros. "Modelo de Stackelberg na competição de empresas privadas e estatais pela expansão da oferta de energia eletrica." [s.n.], 2004. http://repositorio.unicamp.br/jspui/handle/REPOSIP/264623.

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Orientadores: Sergio Valdir Bajay, Paulo de Barros Correia
Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Mecanica
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Resumo: o processo de reforma que vem ocorrendo na indústria elétrica brasileira, desde a segunda metade da década de 1990, sofreu uma infiexão em 2002, quando os programas de privatizações foram congelados, estabilizando a convivência de empresas estatais e privadas numa estrutura mista na indústria elétrica brasileira. O presente trabalho busca analisar o efeito, na eficiência econômica do mercado de eletricidade, do confronto competitivo de empresas que atuam sob a lógica privada (maximização dos lucros) com empresas estatais, que, sob pressão de seu acionista majoritário - o governo, se vêem obrigadas a ter como uma de suas principais metas a maximização dos impactos de políticas públicas. Para tanto, são utilizados conceitos da teoria dos jogos, concorrência potencial, mercados contestáveis, poder de mercado e regulação econômica. O mercado de eletricidade é visto como um ambiente competitivo de Stackelberg, sendo a intervenção estatal incorporada e considerada parte das regras do jogo. Essa concepção de mercado é compatível com o recém estabelecido no setor elétrico brasileiro e pode contribuir para a atual discussão em torno de sua implementação
Abstract: The process of structural reform that has been occurring in the Brazilian electric industry since the second half of the 1990's suffered an infiection in 2002. The programs of privatizations were interrupted, stabilizing a hybrid structure where state-owned and private firms coexist in the same market. This thesis intends to analyze the effect, in the economic efficiency of the Brazilian electricity market, of the competition between agents who act under the private logic (profit maximization) and those who are compelled by their major shareholder - the government - to have the maximization of the impacts of public policies as one of their main goals. To reach such purpose, concepts from the games theory, potential competition, contestable markets, market power and economic regulation are employed. The electricity market is seen as a Stackelberg competitive environment, with the state intervention being incorporated and considered part of the rules of the game. This market concept is compatible with the recently defined institutional mo del of the Brazilian electric sector and can contribute for the current discussion concerning its implementation
Mestrado
Planejamento de Sistemas de Petroleo
Mestre em Planejamento de Sistemas de Petroleo
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28

Cruz, Maria Amelia Maneque. "Big Brother Brasil : um cenário observado a procura de uma estratégia de posicionamento crítico no espaço público." Universidade do Vale do Rio do Sinos, 2007. http://www.repositorio.jesuita.org.br/handle/UNISINOS/2610.

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Esta dissertação foi desenvolvida através da observação e da análise do programa Big Brother Brasil 5, reality show apresentado pela Rede Globo de Televisão, canal 12, no período entre janeiro e março de 2005. O alvo era identificar as estratégias que levaram Jean Wyllys ao prêmio final. Esta análise das ações e movimentos deu-se através das técnicas de Relações Públicas, utilizadas com o objetivo de construir, manter e gerenciar imagens no espaço público. Esta dissertação concluiu que Jean Wyllys venceu ao Big Brother Brasil porque entrou no programa com um planejamento estratégico bem definido, com um conjunto de providências pré-estabelecidas, capazes de defender sua permanência no jogo e vencer os “paredões”. Seus votos mostraram sempre a coerência com a situação que enfrentava. Suas táticas e estratégias foram eficientes e eficazes tinham um propósito: vencer o programa e receber o prêmio. Utilizou a estratégia do golfinho, acreditou no futuro e na capacidade de resolver seus desafios e problemas com a
This paper has been developed based on the observation and analysis of Big Brother Brasil 5 program, a reality show exhibited by Rede Globo de Televisão (Globo TV Network), in channel 12, from January to March 2005. The aim was to identify the strategies that made it possible for Jean Wyllys to receive the final award. This analysis of the actions and movements was given through the techniques of Public Relations, used with the objective to construct, to keep and to manage images in the public space. The conclusion of this dissertation is that Jean Wyllys won Big Brother Brasil because he entered the program bearing in mind a well-defined strategic planning, with a set of pre-established decisions that made it possible for him to remain in the game and to win every eliminating phase. His votes always showed coherence with the situation he was facing. His tactics and strategies had been efficient and efficient they had an intention: to win the program and and receiving the award. He used the dolphin strategy,
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29

Hůla, Vladimír. "Herní webový portál - objektové programování." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2016. http://www.nusl.cz/ntk/nusl-242147.

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This thesis deals with design and implementation of programming structure of game web portal. The web portal will serve as a communication and information center to simplify coordination among players and allow them to gain new experience. In the thesis are analyzed the needs of players, existing solutions and their drawbacks. The results of this analysis are used to design individual functions of the portal. Implementation of the most important parts of the website has been described, the implementation of these parts were evaluated and some enhancemets were eventually suggested. In the end of this thesis several functionalities were suggested, which could extend the portal in the future.
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30

Araujo, Felipe Costa. "Métodos de análise multicritério e teoria dos jogos aplicados à escolha dos regimes alternativos para a exploração de petróleo e gás no Brasil." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/96/96132/tde-13082018-145437/.

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O Brasil vem passando por um período de mudanças na regulação do mercado de exploração e produção (E&P) de petróleo e gás com o intuito de promover o seu desenvolvimento econômico, tecnológico e científico. Duas destas mudanças foram responsáveis por drásticas modificações no mercado de E&P brasileiro, sendo a primeira, a quebra do monopólio da Petrobras em 1997 com o início da utilização do regime de concessão e, a segunda, a utilização do regime de partilha de produção a partir de 2013 para as áreas estratégicas, especialmente o pré-sal. A busca por um regime regulatório adequado para o mercado de E&P é uma tarefa bastante complexa, porque cada agente envolvido busca defender seus próprios interesses e critérios, o que acaba por resultar em um problema em grupo. Neste trabalho pioneiro, uma nova metodologia é proposta, combinando uma abordagem de tomada de decisão multicritério (MCDM/A) e a teoria de jogos, com o intuito de compreender e analisar mais profundamente este problema e encontrar soluções de equilíbrio. Esta metodologia inovadora é uma das contribuições deste trabalho e propõe modelar a escolha de um regime regulatório mais adequado como um jogo de negociação, levando em consideração as diferentes preferências e perspectivas de todos os agentes envolvidos no mercado brasileiro de E&P de petróleo e gás. Três aplicações práticas do modelo foram realizadas, sendo que as duas primeiras aplicações foram realizadas com dados teóricos e a terceira a partir de coleta de dados com especialistas do mercado de E&P brasileiro. Como principal resultado, verificou-se que a lógica destas aplicações práticas se assemelham ao jogo clássico da Batalha dos Sexos, onde as melhores soluções acontecem quando os agentes coordenam suas ações, mesmo com interesses opostos. Esta dinâmica de conflito de interesses torna a busca por soluções desafiante, sendo improvável que os objetivos de todos os jogadores sejam adequadamente atendidos por somente uma opção, independentemente da alternativa escolhida.
Brazil is facing a period of changes in its regulatory frameworks aiming to promote the economic, technological and scientific development of its entire oil and gas exploration and production (E&P) market. Two of these changes have drastically modified the Brazilian E&P market, which the first one was the utilization of the concession regime breaking the Petrobras monopoly after 1997 and the second one, the adoption of production sharing contracts (PSCs) after 2013 for all the strategic areas, especially the pre-salt. Finding a suitable regulatory framework for the E&P market is a quite complicated task, because every agent involved seeks to defend its own interests and criteria, resulting in a group problem. In this pioneering work, a new methodology is proposed by combining a multicriteria decision-making (MCDM/A) and a game theory approach, targeting to understand and analyze more deeply this complex problem in order to find equilibrium solutions. This innovative methodology is one of the main contributions of this work and proposes to model the choosing of an appropriate regulatory framework as a negotiation game, taking into account the different preferences and perspectives of all agents involved in the Brazilian E&P market. Three practical applications were performed, where the first two were carried out with theoretical data and the third one by using data collected with Brazilian E&P market experts. The main outcome identified that the logic behind these practical applications is similar to the classical game of Battle of sexes, where the best solutions happen when players coordinate their actions, even with opposing interests. This dynamic of conflict of interests makes the search for adequate solutions a challenging task, being unlikely that the objectives of all the players will be sufficiently accomplished by only one option, regardless of the alternative chosen.
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31

Humphrey, Ashley Renee. "Where's the Roda?: Understanding Capoeira Culture in an American Context." Bowling Green State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1543574890650575.

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32

Collins, Karrie. "You Spoony Bard!: An Analysis of Video Game Localization Practices." 2015. https://scholarworks.umass.edu/masters_theses_2/189.

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This paper analyzes the appropriateness of the localization practices utilized in the Japanese video game series Final Fantasy and Pokémon. Its argument is informed by survey responses from players of both series. Immersion, the ability of the player to remain in the game-world without distraction, is believed to be an important goal for successful localization. In this paper, the appropriateness of the localization of the Final Fantasy series is judged based on player immersion and enjoyment. This study finds that immersion is not essential to player enjoyment and therefore is not essential for a successful localization. In regard to the Pokémon series, the appropriateness of the heavy alteration and censorship of elements in the American localization is analyzed via player response to the changes. This localization practice proves to be appropriate and an effective model for future localization of Japanese video games targeted toward children in America. In addition, this paper explores immersion in Pokémon strategy guides released in America and Japan. The aim of this thesis is to expand the dialogue on Japanese video game localization for America and to display successful, creative localization practices which can also be utilized in other media.
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33

Tang, Yu-Rou, and 唐玉柔. "Game-theoretic Analysis of Semi-fragile Watermarking for Image Authentication and Tamper Localization." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/60253752868093274001.

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Chuko, Pei-yun, and 諸葛蓓芸. "Game Localization Strategies under the Sim-Ship Scheme: A Case Study in Taiwan." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/65325e.

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碩士
國立彰化師範大學
翻譯研究所
102
This paper takes the experience of one localization company in Taiwan in localizing games on the Xbox platform under Microsoft to discuss under the simultaneous release (sim-ship) scheme, what are the difficulties faced by translators, and to apply aspects of cognitive loading in order to propose a strategy that better allocates translator’s cognitive resource to produce game translations with the minimum error occurrence. This paper will apply Daniel Gile’s cognitive load theory in an attempt to reduce errors produced by the translator. Examples are taken from the Gears of War franchise, mainly from Gears of War 3 and Gears of War: Judgment.
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Hsiao, Po-Yeh, and 蕭伯燁. "The Application of Transcreation on Game Localization: A Case Study of Grand Theft Auto V." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/93wk98.

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碩士
國立彰化師範大學
翻譯研究所
106
Abstract Even though transcreation has been a widely adopted translation strategy in various fields, it is yet to receive equal attention in the academia. Therefore, this thesis utilized Grand Theft Auto V, a world-famous computer game published by Rockstar in the United States, to conduct a case study to investigate the importance of transcreation in game localization. By applying Skopos theory, this study aimed to clarify the purpose of using transcreation as a translation strategy in game localization. After the data were collected and categorized by its purpose, back translation was applied to see what types of transcreation strategies were used to achieve the translation goals. In the case study, a total of 25 raw materials were collected from the game assets of GTA V for further analysis. After the analyzing procedure was done, it was found that there were two major purposes of using transcreation as a game localization tool, which were to enhance gaming experience and to solve translation challenges. Furthermore, four different transcreation strategies were also observed from the case study. Applying Chinese idioms and local buzzwords were two strategies found which could enhance gaming experience; meanwhile, amplification and substitution were another two transcreation strategies which could be utilized to solve translation challenges. From the discussion of the examples, various benefits were observed applying transcreation in game localization. These benefits were minimizing cultural gaps, enhancing cultural identity of the target players, featuring characters’ personality, avoiding confusion caused by colloquial conversation, enhancing comprehension of the story plot, and precisely delivering the original messages to players. The result of the case study could be served as a guideline for game localization workers who are seeking uniqueness or solution of translation difficulties from transcreation. Furthermore, the ultimate goal of the study is to raise the awareness of the importance and significance of transcreation in translation. Keywords: Game Localization, Transcreation
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Yuan, Yali. "On Localization Issues of Mobile Devices." Doctoral thesis, 2018. http://hdl.handle.net/11858/00-1735-0000-002E-E4ED-2.

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Bushouse, Elizabeth. "The Practice and Evolution of Video Game Translation: Expanding the Definition of Translation." 2015. https://scholarworks.umass.edu/masters_theses_2/187.

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This paper looks at the practice and history of video game translation, with the goal of expanding the definition of translation. Video game translation is a complex process that incorporates a number of aspects from other types of translation, such as literary, audiovisual, and software translation, to form a dynamic whole. As a new medium, video games also present their own challenges to translation in the form of interactivity, technology, non-textual and extra-textual elements, audience involvement, and new business practices. Even though video games are a relatively new medium, the practice of translating them has undergone drastic transformations over the years. A case study of the various official translations of Final Fantasy IV provides a brief overview of this development to help the reader get a complete understanding of the video game translation process. The paper concludes by arguing that the different sign systems present in video games are integral to the player’s understanding of the game, and should be considered as aspects that can be translated. Parallels are also drawn between the translation process and the medium of the video game, to show that different approaches to translation can provide the audience with a more holistic view of a work.
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Riggin, Patrick Franklin. "Always a lighthouse, toujours un homme: exploring non-literal translation techniques in video game localizations or the purposes of second language acquisition." 2018. http://hdl.handle.net/2097/38825.

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Master of Arts
Department of Modern Languages
Melinda Cro
Many recent video games feature complex narratives that contain increasing amounts of written and spoken language. There has thus been growing need for them to be localized into other languages; that is, translated and adapted for markets where languages other than the video game’s language of development are spoken. While the localization process shares many similarities with other projects of translation, because the primary goal of a video game is to be entertaining, video game localization teams are allowed certain creative liberties in translating video games in order to maximize entertainment for players in target markets. Non-literal translation techniques, including transposition, modulation, equivalence, and adaptation, are used to avoid mistranslating in-game language. However, Mangiron and O’Hagan identify in their 2006 analysis of the English localization of Final Fantasy X certain “transcreation” techniques that are used by localization teams in order to make video games more entertaining for players in other markets. These transcreation techniques include the addition of linguistic variation, the re-naming of in-game terminology, the re-creation of wordplay, “contextualization by addition”, and the deliberate use of regional expressions. These transcreation techniques not only serve to make the localized version of a video game more entertaining for a target market, but also make the gameplay experience more original for players in these markets. This study will analyze non-literal translation techniques and “transcreation” techniques in the French localization of BioShock Infinite: Burial at Sea Episode 2 to determine how these translation techniques may be used to maximize entertainment and to create a more original gameplay experience for francophone players, followed by a discussion of how video game localizations may be implemented in second language acquisition contexts for the purposes of exploring certain L2 linguistic and cultural phenomena.
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TSENG, HSIN-I., and 曾馨儀. "A Comparative Study of Chinese Localization of a Mobile Game in Taiwan and China: The Sims Freeplay as an Example." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/mcm5qf.

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Yi-Wen, Wang, and 王怡文. "The Effect of Using Localization Water Resources Digital Game Curriculum: The Changing Attitudes and Behaviors to Conserve Water Resources of Sixth Grade Elementary School Students." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/35461537031420711033.

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碩士
國立臺北教育大學
自然科學教育學系碩士班
100
The purposes of this study is to develop a localization water resources digital game curriculum, and discuss the attitudes and actions of sixth grade elementary school students towards the water resources conservation after teaching different water resources curriculum. In this research, we planned three different water resource curriculums for eight weeks, which has one class in each week, and separated 151 sixth grade students into 3 groups. The first group A has 51 sixth grade students, and run the localization water resources digital game curriculum; the second group B allot 50 sixth grade students and teaches the non-localization water resources digital game curriculum; the third group C has 50 students and teaches the ordinary water resources conservation curriculum. This research use quantity methods, and supplement by some quality skills. In this research, we use statistical methods as descriptive statistics and ANCOVA to analyze and test the differences between each group’s questionnaires, include the “water resource digital game curriculum,” “water resources conservation attitudes questionnaires” and “water resources conservation behaviors questionnaires”, and coordinate with student’s semi-structured interview data to discuss and discover our research results. The results have been found as follows: 1.Before teaching, sixth grade students did not have obvious positive attitude towards water resources conservation, which contains three dimensions attitude, includes: the attitude of the pollution of water, water using attitude, and ecological management attitudes. 2.Sixth grade students have positive water resources conservation action before teaching, which includes water resources consume action, water resources eco-management operation, and water conservation convince action three dimensions, but the behavior is not positive. 3.After teaching the “localization water resources digital game curriculum”, the attitude to the pollution of water, water using and ecological management had significantly elevated then teaching the “non-localization water resources digital game curriculum” and “ordinary water resources conservation curriculum”. 4.After teaching the “localization water resources digital game curriculum”, the actions of water resources conservation, which includes water resources consume action, water resources eco-management operation and water conservation convince action had a significant upgrade then teaching the “non-localization water resources digital game curriculum” and “ordinary water resources conservation curriculum”. 5.After teaching the “localization water resources digital game curriculum”, the students can take the initiative to understand the environment issues of water resources we’ve meet in daily life. They awareness how their living way can effect to the water ecological environment, and has more emotion feelings and recognitions to water conservation, which brings out their positive attitudes and actions to water conservation.
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