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1

Souza, Ricardo Vinicius Ferraz de. "Video game localization: the case of Brazil." Tradterm 19 (June 18, 2012): 289. http://dx.doi.org/10.11606/issn.2317-9511.tradterm.2012.47438.

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Quando os primeiros videogames apareceram na década de 1950, eles se apresentaram como uma tecnologia de grande potencial e com um futuro promissor. O que muitos não esperavam é que, cerca de meio século depois, o videogame se tornaria uma indústria multibilionária, rivalizando com outras indústrias importantes do mundo do entretenimento em termos de faturamento e popularidade, tais como as indústrias do cinema e da música. Com a crescente expansão do setor, aliada à necessidade de internacionalizar seus jogos, muitas desenvolvedoras e editoras estão investindo cada vez mais em tradução e localização. Este artigo visou traçar um panorama acerca da relação entre videogames e tradução ao longo dos diferentes estágios de desenvolvimento e evolução da indústria e também abordou, por meio da análise de alguns jogos, os diferentes estágios da localização de jogos no Brasil, com todas as suas particularidades e idiossincrasias. A análise se baseou no conceito de “experiência de jogabilidade” de Mangiron e O’Hagan, além de fazer uso de outros princípios apresentados por Bernal Merino, Scholand e Dietz; também focou o desenvolvimento histórico dos videogames no Brasil e a maneira como a tradução é utilizada e exibida na tela sob o ponto de vista de um jogador de videogames.
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Esqueda, Marileide Dias, and Érika Nogueira de Andrade Stupiello. "Teaching video game translation: first steps, systems and hands-on experience / Ensinando tradução de videogame: primeiros passos, sistemas e experiência prática." Texto Livre: Linguagem e Tecnologia 11, no. 1 (June 30, 2018): 103–20. http://dx.doi.org/10.17851/1983-3652.11.1.103-120.

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ABSTRACT: Despite the significant growth of the game localization industry in the past years, translation undergraduate curricula in Brazil still lacks formal training in game localization, often leaving novice translators no alternative but to search for the required skills informally in game translation communities. Designing a video game localization course in translation undergraduate programs in public universities is a complex task in today’s reality, particularly due to limited access to free and authentic materials. This paper describes a game localization teaching experience at the undergraduate level with special focus on how to handle the linguistic assets of the online race game SuperTuxKart, while trying to shed some light on potential translation requirements of entertainment software and its incorporation into translation programs.KEYWORDS: video game localization; video game translation; translator training; translation undergraduate program; SuperTuxKart. RESUMO: A despeito do significativo crescimento da indústria de localização de games nos últimos anos, os currículos dos cursos de graduação em tradução ainda carecem de formação específica na localização de games, geralmente não oferecendo ao tradutor em formação alternativas outras senão a de adquirir informalmente, ou em comunidades on-line de gamers, os conhecimentos sobre a tradução desse tipo de material. Planejar um curso de localização de games para cursos de graduação em tradução torna-se uma tarefa complexa na realidade atual, particularmente devido ao acesso limitado a materiais livres e autênticos. Diante do exposto, este trabalho descreve uma experiência de ensino de localização de games em nível de graduação, com especial atenção às formas de manipulação dos ativos linguísticos do jogo online de corrida SuperTuxKart, com vistas a demonstrar as possíveis demandas tradutórias relacionadas a softwares de entretenimento e sua inserção na sala de aula de formação de tradutores.PALAVRAS-CHAVE: localization de videogame; tradução de videogame; formação de tradutores; graduação em tradução; SuperTuxKart.
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Tucherman, M., M. Vaidotas, Y. K. Sako, N. Akamine, D. Smaletz, and C. G. Barros. "(P1-29) Catastrophe Management Plan, Simulations and Results – An Experience of a Private Hospital in Brazil." Prehospital and Disaster Medicine 26, S1 (May 2011): s108. http://dx.doi.org/10.1017/s1049023x1100361x.

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IntroductionThe terms catastrophe and disaster have been frequently heard worldwide due to situations like earthquakes, floods and events provoked by man as the September 11th and Anthrax attack. Catastrophe means all situations where material and human resources available in a healthcare facility are not enough to assist a large number of victims admitted at the same time. Accreditation requires having a plan to manage effectively those situations, assessing safely as much victims as possible.ObjectiveTo describe the catastrophe plan and its management in a private hospital.MethodologyHospital Albert Einstein is located close to a huge soccer game stadium and near to the State Government Hall. This was the reason to have a plan focusing on casualties with a large number of victims. The literature was revised to choose the triage methodology. Triage to identify the priority of patients' assessment based on their condition, possibility of treatment and determining discharge for those without visible risk. Simulation was implemented, followed by debriefing to register lessons learned.ResultsAn algorithm was developed with a crisis center and defining care and support areas in the organizations to manage the victims at Emergency Room and triage field. The plan was effectively deflagrated twice: 47 victims from a bus accident and 25 from a policeman strike. Debriefing was done in all opportunities and communication is the main issue; 15 simulations have been done for training purpose, with specific goals.ConclusionHospital is a high risk environment itself for an internal or external incident depending on its localization. A disaster plan is necessary to improve everyone safety, to organize resources, to respond effectively to such situations and take the organization back to regular operation as soon as possible. Simulations are essential to guarantee staff competency and organization support and response to adverse situations.
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Pedersen, Jan. "Game Localization." Perspectives 23, no. 1 (October 9, 2014): 157–58. http://dx.doi.org/10.1080/0907676x.2014.956473.

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Mandiberg, Stephen. "Fallacies of game localization." Journal of Internationalization and Localization 4, no. 2 (December 31, 2017): 162–82. http://dx.doi.org/10.1075/jial.00002.man.

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Abstract Using the Twitter hashtag #TorrentialDownpour, a vocal group of disgruntled, English-speaking gamers launched an attack in early 2016 protesting the localization changes made to the game Fire Emblem Fates. While dismissible as the latest “toxic technoculture” (Massanari 2015), the #TorrentialDownpour campaign’s claims are not unfounded; there are links between localization and censorship, in that both practices adapt texts moving between markets and cultures. This article draws from translation theory and observations of localization practice to problematize #TorrentialDownpour’s claims, and in the process address some of the most prevalent fallacies involving game localization: localization is not censorship; there is no better version; and one person is not ruining gamers’ fun.
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Nawrocka, Ewa B. "Game localization pitfalls: Translation and multitextuality." Beyond Philology An International Journal of Linguistics, Literary Studies and English Language Teaching, no. 16/4 (December 11, 2019): 101–28. http://dx.doi.org/10.26881/bp.2019.4.04.

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From the translator’s perspective multitextuality is one of the major challenges of video games localization. The translator needs to cope with texts spanning from the most standard, such as error messages, to the most creative, for example poems. Although every game is unique, it is possible to observe some commonalities with respect to textual genres and text types in video games. Various text types play diverse functions, their content is outstandingly multifarious and they include both standard and creative style and terminology. All of this leads to an assertion that they call for different translation approaches: a standard approach, a creative approach or a mixed approach.
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Nawrocka, Ewa B. "Game localization pitfalls: Translating variables and gender." Beyond Philology An International Journal of Linguistics, Literary Studies and English Language Teaching, no. 16/4 (December 11, 2019): 129–55. http://dx.doi.org/10.26881/bp.2019.4.05.

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Variables and gender constitute game localization pitfalls due to the fact that games are interactive entertainment software and contain dynamically generated content. Variables pose a problem in languages (such as Polish) which use inflection (conjugation and declination). Gender is an issue as the player, the characters the player creates, and the characters the player encounters in the game world can be male or female. Gender neutrality is a requirement not only in all messages directed to the player but also in plot related texts such as dialogs and journals. The present article seeks to investigate the subject of variables and gender in order to determine some strategies for dealing with these pitfalls.
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Pettini, Silvia. "Auteurism and game localization — revisiting translational approaches." Culture & Society issue 4, no. 2 (December 31, 2015): 268–88. http://dx.doi.org/10.1075/ts.4.2.05pet.

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In the fertile ground between cinema and video games, Hideo Kojima’s Metal Gear Solid saga stands out for its auteur’s clear tendency to use film language and aesthetics and for his evident inspiration from pop culture and the American cinematic tradition. Moreover, the series is rich in quotations meant to pay tribute to cinema and communicate with movie-cultured players intertextually. With regard to the process of localization, auteurist references to film culture represent a constraint for translators rendering Kojima’s game into different languages for a Metal Gear Solid-educated audience. This paper presents a comparative analysis of some film quotations in their English into Italian and Spanish localizations of Kojima’s Metal Gear Solid series in order to demonstrate the importance of loyalty to the game experience as a whole within a translational-cultural approach to localization.
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Bosek, Bartłomiej, Przemysław Gordinowicz, Jarosław Grytczuk, Nicolas Nisse, Joanna Sokół, and Małgorzata Śleszyńska-Nowak. "Localization game on geometric and planar graphs." Discrete Applied Mathematics 251 (December 2018): 30–39. http://dx.doi.org/10.1016/j.dam.2018.04.017.

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Fernández Costales, Alberto. "Exploring translation strategies in video game localization." MonTI. Monografías de Traducción e Interpretación, no. 4 (2012): 385–408. http://dx.doi.org/10.6035/monti.2012.4.16.

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11

Toftedahl, Marcus. "Localization Tools in General Purpose Game Engines: A Systematic Mapping Study." International Journal of Computer Games Technology 2021 (July 22, 2021): 1–15. http://dx.doi.org/10.1155/2021/9979657.

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This paper addresses localization from a game development perspective by studying the state of tool support for a localization work in general purpose game engines. Using a systematic mapping study, the most commonly used game engines and their official tool libraries are studied. The results indicate that even though localization tools exists for the game engines included in the study, the visibility, availability, and functionality differ. Localization tools that are user facing, i.e., used to create localization, are scarce while many are tool facing, i.e., used to import localization kits made outside the production pipeline.
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O’Hagan, Minako. "Seeking delocalization." Journal of Internationalization and Localization 4, no. 2 (December 31, 2017): 183–202. http://dx.doi.org/10.1075/jial.00004.oha.

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Abstract The continuing development of the Internet and broader technologization have made the presence of game fans and the diverse fan community highly visible, shaping part of contemporary global game culture. The influences of such user empowerment have been debated, notably along the lines of the emergence of participatory culture (Jenkins 2006). Increased fan participation in translation facilitated by technological environments is highlighting the need to pay attention to the role played by such highly engaged users in the localization industry. Yet, to date the topic has not been explored fully in game localization research. To fill this gap, this article considers the significance for game localization of the dynamically evolving status and influence of international game fan communities. Taking the case of a controversy that erupted during 2015 and 2016 over localization of a Japanese tactical RPG (Role Playing Game) title, the article investigates how user empowerment is impacting on game localization. This article demonstrates the importance – for game publishers and developers alike – of recognizing the increasingly significant presence of global game fan communities. In particular, game publishers and developers must be prepared to have clear and consistent localization policies and strategies in place in order to face the scrutiny of increasingly knowledgeable and empowered fan communities.
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Esqueda, Marileide Dias. "Training Translators for Video Game Localization: In Search of a Pedagogical Approach." Revista Brasileira de Linguística Aplicada 20, no. 4 (December 2020): 703–31. http://dx.doi.org/10.1590/1984-6398202016045.

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ABSTRACT Based on the assumption that video game localization inevitably has levels of collaboration among their agents, forming a collaborative continuum that involves localization managers, translators, localization coordinators, and linguistic testers, who directly or indirectly influence the game to be localized, game localization teaching can also adopt a collaborative approach, dynamically promoting experience exchanges between translation teachers and students, and other collaborators. Accordingly, this paper, conceived as a didactic proposal of qualitative and naturalistic bias (GILE, 2009; CHESTERMAN; WILLIAMS, 2002), describes possibilities for incorporating video game localization in translation teaching using a collaborative pedagogical approach (KIRALY, 2000).
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Hsu, Hao. "Localization and culturalization for a history-based game." Journal of Internationalization and Localization 7, no. 1-2 (December 31, 2020): 28–48. http://dx.doi.org/10.1075/jial.20007.hsu.

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Abstract Released in 2017, the game Detention by the Taiwanese indie developer Red Candle Games gained great domestic success and made a name for itself among gamer communities worldwide. Providing an English-language localization upon its release, the 2D point-and-click horror game is set in the 1960s during Taiwan’s “White Terror” era. The story follows a ghost girl bound to the school she attended and unravels her tragic story. With such a specific temporal and spatial background, the game has a wide range of cultural references, potentially preventing non-Taiwanese players from being immersed in the game. This paper aims to examine industry practices within the theoretical framework of translation studies and understand, with the case of Detention, how culturalization operates at different levels. Through the lens of loss and gain, this paper also discusses how certain cultural connotations are lost in localization to retain the immersive game experience as an overall gain.
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Bui, ThiOanh, Pingping Xu, Wenxiang Zhu, Guilu Wu, and Nanlan Jiang. "Energy-Efficient Localization Game for Wireless Sensor Networks." IEEE Communications Letters 21, no. 11 (November 2017): 2468–71. http://dx.doi.org/10.1109/lcomm.2017.2731966.

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Odacıoğlu, Mehmet Cem, Chek Kim Loi, Şaban Köktürk, and Nazan Müge Uysal. "The Position of Game Localization Training within Academic Translation Teaching." Journal of Language Teaching and Research 7, no. 4 (July 1, 2016): 675. http://dx.doi.org/10.17507/jltr.0704.06.

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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.
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Resende, Marcelo, and Vicente Cardoso. "Labour market participation in Brazil: a discrete game approach." Applied Economics 52, no. 17 (November 5, 2019): 1881–90. http://dx.doi.org/10.1080/00036846.2019.1680792.

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Da Silva, Fernando. "Resenha: Game Localization: Translating for the global entertainment industry." Scientia Traductionis, no. 15 (December 17, 2014): 166. http://dx.doi.org/10.5007/1980-4237.2014n15p166.

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Chen, Junting, Wenhan Dai, Yuan Shen, Vincent K. N. Lau, and Moe Z. Win. "Power Management for Cooperative Localization: A Game Theoretical Approach." IEEE Transactions on Signal Processing 64, no. 24 (December 15, 2016): 6517–32. http://dx.doi.org/10.1109/tsp.2016.2603963.

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Casado Valenzuela, Alicia. "Towards a Japanese video game localization quality analysis model." Journal of Internationalization and Localization 5, no. 1 (August 10, 2018): 1–20. http://dx.doi.org/10.1075/jial.00008.cas.

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Abstract In this article, a quality analysis model for video game localization is established. By focusing on the video games that originally come from Japan, the article proposes a model that can be useful for many types of video games. After reviewing the existing bibliography on quality analysis, the model is proposed and tested with promising results.
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Silva, Rubens Lopes Pereira da, Raul da Mota Silveira Neto, and Roberta Rocha. "Localization patterns within urban areas: evidence from Brazil." Area Development and Policy 4, no. 2 (February 12, 2019): 157–76. http://dx.doi.org/10.1080/23792949.2019.1571424.

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Wu, Zhiwei, and Zhuojia Chen. "Localizing Chinese games for Southeast Asian markets." Journal of Internationalization and Localization 7, no. 1-2 (December 31, 2020): 49–68. http://dx.doi.org/10.1075/jial.20003.wu.

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Abstract This article explores how Chinese games are localized for Southeast Asia (SEA) markets. Based on the synthesized insights from practitioners and gamers, we identify gaps between localization in theory and in practice. The post-gold model is popular with Chinese game companies that usually do not consider localizing a game until it has attained domestic success. They tend to opt for full localization rather than “deep localization” (Bernal-Merino 2011) because adapting visuals and game mechanics is considered “icing on the cake”. Additionally, in our data, gamers seem to prefer foreignization over domestication, while practitioners combine both strategies to create a defamiliarizing gaming experience. Finally, the language diversity in SEA and the lingua franca status of English call for a nuanced understanding of locale. Hence, we suggest to differentiate three types of locales (presumed, practiced, and preferred) as a possible analytical framework to further theorize game localization from multiple perspectives of stakeholders.
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Esqueda, Marileide Dias, and Bárbara Coelho Melo. "The uncharted territory in Uncharted 3: expectancy vs. Professional norms in translated games." Belas Infiéis 9, no. 4 (July 29, 2020): 173–99. http://dx.doi.org/10.26512/belasinfieis.v9.n4.2020.26449.

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Game localization and translation have an intricate connection with global business and marketing operations, allowing these products to cross complex sociocultural and linguistic borders and reach players from a growing variety of territories (O’Hagan and Mangiron, 2013). Aware of the diversity of its target audience and the profit provided by the distribution of its products in these locales, the game industry has increasingly invested in localization and translation for its titles. Although this is still a relatively new strategy, game localization and translation already witness the impact of expectancy and professional norms (Chesterman, Memes of Translation, “Bridge Concepts in Translation Sociology”). This study aimed to investigate how these norms operate and converge by analyzing the game Uncharted 3: Drake’s Deception and the comments made by players about its fully localized version in Brazilian Portuguese. The results obtained from the analysis of gameplay and comments shed light on the relationship between expectancy and professional norms across the agents involved in the localization and translation of this sort of materials, which allowed for a better understanding both of what Brazilian users expect from a translated game and of what is actually done according to the professional norms.
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Park, Taejung. "Case Study : Translation Techniques for Puns in Game Localization Processes." Journal of the Korea Contents Association 13, no. 11 (November 28, 2013): 571–78. http://dx.doi.org/10.5392/jkca.2013.13.11.571.

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Shi, Xinyan, and Jianguo Tian. "On Translation Strategies of Culture-Specific Items in Game Localization." International Journal of Languages, Literature and Linguistics 5, no. 4 (December 2019): 231–35. http://dx.doi.org/10.18178/ijlll.2019.5.4.233.

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LU, Lu, Mingxing KE, Shiwei TIAN, Xiang TIAN, Tianwei LIU, and Lang RUAN. "Distributed Power Optimization for Cooperative Localization: A Hierarchical Game Approach." IEICE Transactions on Communications E103.B, no. 10 (October 1, 2020): 1101–6. http://dx.doi.org/10.1587/transcom.2019ebp3237.

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Lee, Woong-Hee, Jeongsik Choi, Jae-Hyun Lee, Yong-Hwa Kim, and Seong-Cheol Kim. "Distributed Power Control-Based Connectivity Reconstruction Game in Wireless Localization." IEEE Communications Letters 21, no. 2 (February 2017): 334–37. http://dx.doi.org/10.1109/lcomm.2016.2625783.

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Carlson, Rebecca, and Jonathan Corliss. "Imagined Commodities: Video Game Localization and Mythologies of Cultural Difference." Games and Culture 6, no. 1 (October 19, 2010): 61–82. http://dx.doi.org/10.1177/1555412010377322.

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Broadly interested in the agents and institutions that structure social imaginations and subjectivities by mediating which images are available to what audiences to imagine through, this paper specifically considers the power at play when intermediaries—in this case, video game localizers—filter the images and narratives that are sold and marketed to global consumers, and the way these mediating processes in turn are both produced by, and productive of, (cultural) imaginings. This paper also discusses the way that localization practices—while often framed by a discourse that positions cultural differences as both incommensurable and easily and discretely bounded by the borders of nation-states—typically involve a nuanced negotiation of contradictions, dilemmas and interests.
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Jagosz, Anna. "Diferencias en el marco estilístico entre las localizaciones polaca, española e inglesa del videojuego „The Witcher III”, y relación con la obra de Andrzej Sapkowski." Estudios Hispánicos 24 (March 31, 2017): 77–91. http://dx.doi.org/10.19195/2084-2546.24.6.

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Differences in the stylistic framework between the Polish, Spanish and English locations of the video game The Witcher 3, and relation to the work of Andrzej Sapkowski on which it is basedThe presented article approaches the concept of game localization, by comparing three language versions — Polish, English and Spanish — of the critically acclaimed game: The Witcher 3: Wild Hunt. It focuses on stylistic relations between some of the game’s text assets and their literary source material, as the game is based on a fantasy series by a Polish writer Andrzej Sapkowski. Firstly, it presents a brief characteristic of the localization process and its different models which were applied in this particular case and then it focuses on the distinguishing marks of the author’s writing style. Thereafter, it is illustrated with examples how the three linguistic versions of the game transfer the distinguished linguistic features in order to conclude which one of the language versions and localization models can be considered more suitable for preserving the source material style.
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Gerdes, Paulus. "Exploring the Game of Julirde: A Mathematical-Educational Game Played by Fulbe Children in Cameroon." Teaching Children Mathematics 7, no. 6 (February 2001): 321–27. http://dx.doi.org/10.5951/tcm.7.6.0321.

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Mathematics develops dynamically. Each day, thousands of mathematical problems are solved and many more new problems are invented by people all over the world, from China to Brazil, from Australia to Canada, from Finland to South Africa. Mathematical activity is both a human and a cultural activity. Mathematical ideas and methods vary from culture to culture, and our understanding of what constitutes mathematics grows as these ideas and methods enhance one another.
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Jia, Jie, Guiyuan Zhang, Xingwei Wang, and Jian Chen. "On Distributed Localization for Road Sensor Networks: A Game Theoretic Approach." Mathematical Problems in Engineering 2013 (2013): 1–9. http://dx.doi.org/10.1155/2013/640391.

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Road sensor network is an important part of vehicle networks system and is critical for many intelligent automobile scenarios, such as vehicle safety monitoring and transportation efficiency supporting. Localization of sensors is an active and crucial issue to most applications of road sensor network. Generally, given some anchor nodes’ positions and certain pairwise distance measurements, estimating the positions of all nonanchor nodes embodies a nonconvex optimization problem. However, due to the small number of anchor nodes and low sensor node connectivity degree in road sensor networks, the existing localization solutions are ineffective. In order to tackle this problem, a novel distributed localization method based on game theory for road sensor networks is proposed in this paper. Formally, we demonstrate that our proposed localization game is a potential game. Furthermore, we present several techniques to accelerate the convergence to the optimal solution. Simulation results demonstrate the effectiveness of our proposed algorithm.
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Mahasneh, Anjad A., and Maysa’ Taher Abu Kishek. "Arabic Localization of Video Games “Tomb Raider™ (2013)”: A Start or A Failure." Lebende Sprachen 63, no. 1 (April 3, 2018): 47–62. http://dx.doi.org/10.1515/les-2018-0003.

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AbstractVideo games have been a new and attractive type of entertainment in the Arab world ever since the emergence of computers, and they are still of interest to young Arabs today. Video game localization movements have set out to translate, and sometimes adopt, video games into several languages and settings. Nevertheless, localization into Arabic is still very recent. In this paper, an analysis of translation activities of video game Tomb Raider™ (2013) is made in order to investigate the extent to which the translation of some selected linguistic assets in the aforementioned video game can be considered to incorporate what the notion of localization truly suggests. Moreover, this study attempts to define and evaluate the use of some deferent-perspective translation strategies as tools for assessing the scope of the translation and its target.
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Anisimova, A. T. "Phenomenon of computer game in translation discourse." Scientific bulletin of the Southern Institute of Management, no. 2 (August 2, 2018): 82–86. http://dx.doi.org/10.31775/2305-3100-2018-2-82-86.

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The article introduces a phenomenon of computer game as an emerging field in translation studies. The development and expanding of the world industry of interactive entertainment demands a proficient video games translation of high quality as the international market of video products is dominated by American and Japanese producers. The author discusses the issues of videogames translation in the concept field of localization as a videogames is not only an audiovisual product but a software product. The concept of translation and translator’s competence is about to leave the traditional equivalency paradigm and needs the application of other dimensions. The article discusses the genre classification of videogames, characteristics and difficulties of RPG translation, various simulators translation. The author analyses the most popular translation strategies used by the modern translators of multimedia products: foreignization – keeping a “foreign flavor” of the text; domestication – texts adaptation to the particular features and standards of the target culture; no translation strategy – leaving the original titles, names, culture references without translation. The dominant translation strategy influences the localization strategy and others.
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Bao, Tianyue, Jiangwen Wan, Kefu Yi, and Qiang Zhang. "A Game-Based Secure Localization Algorithm for Mobile Wireless Sensor Networks." International Journal of Distributed Sensor Networks 11, no. 9 (January 2015): 642107. http://dx.doi.org/10.1155/2015/642107.

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Misra, Sudip, Tamoghna Ojha, and Ayan Mondal. "Game-Theoretic Topology Controlfor Opportunistic Localization in Sparse Underwater Sensor Networks." IEEE Transactions on Mobile Computing 14, no. 5 (May 1, 2015): 990–1003. http://dx.doi.org/10.1109/tmc.2014.2338293.

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Wang, Guangyuan, Yongji Ren, and Xiaofeng Xu. "A Novel Game based Secure Localization Algorithm for Wireless Sensor Networks." International Journal of Future Generation Communication and Networking 10, no. 7 (July 31, 2017): 85–94. http://dx.doi.org/10.14257/ijfgcn.2017.10.7.08.

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Granath, Mats, and Alvaro Perez-Diaz. "Diffusion and Localization of Relative Strategy Scores in The Minority Game." Journal of Statistical Physics 165, no. 1 (August 26, 2016): 94–114. http://dx.doi.org/10.1007/s10955-016-1607-8.

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38

Carvalho, Luiz Paulo, José Antonio Suzano, Ingrid Gonçalvez, Silas Pereira Filho, Flávia Maria Santoro, and Jonice Oliveira. "A Psychosocial Perspective about Mental Health and League of Legends in Brazil." Journal on Interactive Systems 12, no. 1 (August 2, 2021): 35–57. http://dx.doi.org/10.5753/jis.2021.1896.

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Every month, millions of users worldwide play the online digital game League of Legends, which also contains a server dedicated to the Brazilian region. Social oppression by race, skin color, sexual orientation, among others, occurs within the game and is reported constantly. In this paper, we analyzed possible indications of depressive disorder by using an online questionnaire as a basis. We used quantitative and qualitative methods, analyzing the relationship between the interactions and the social identities of the players. We define quantitative hypotheses and qualitative syntheses related to different social factors of the game through the analysis of 604 responses. League of Legends has a negative influence on the mental health of socially peripheral players, and the qualitative analysis exposes specific and widespread cases of oppression and discrimination. We present a discussion on ethics, possible collusion with oppression, and proposals for mitigation or solution.
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39

Vidal, Cristiane Denise. "When a robot understands Brazilian Portuguese." Journal of Internationalization and Localization 5, no. 1 (August 10, 2018): 49–73. http://dx.doi.org/10.1075/jial.00010.vid.

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Abstract This paper sets out to highlight some of the complexities involved in the game localization process by presenting a case study centered on the educational game Ludwig. It was released in Austria in 2011 just in German and later, due to its success, it was later localized into English, Brazilian Portuguese, Chinese and Japanese. The case study focusses on the localization of the language pair English-Brazilian Portuguese and the theoretical framework relies on the notion of Paratranslation (Yuste Frías 2012).
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Mangiron, Carme. "Found in Translation: Evolving Approaches for the Localization of Japanese Video Games." Arts 10, no. 1 (January 26, 2021): 9. http://dx.doi.org/10.3390/arts10010009.

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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.
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Castilho, Rangel Aparecido Arguilheira, Izac Oliveira Belino Bonfim, Antonio Firmino De Oliveira Neto, and Eros Salinas Chaves. "Social Representations in Public Tourism Policies of Aquidauana, Brazil." Revista Rosa dos Ventos - Turismo e Hospitalidade 13, no. 2 (April 18, 2021): 283–307. http://dx.doi.org/10.18226/21789061.v13i2p283.

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This research aimed to identify the Social Representations (RS) of the dominant and dominated social agents, from the perspective of a Bourdieusian game, in the tourist area of Aquidauana, a municipality located in the state of Mato Grosso do Sul [Brazil], through the Collective Subject Discourse Methodology [DSC]. The Social Representations of both social agents are presented throughout the results and discussions, in which it was detected that they are betting on the development of Aquidauana tourism, however, they indicate the need for feasibility, dissemination and public policies projects that interact with the society; it was also identified in the SR of social agents, that the paving of BR419 will not bring many contributions to tourism, but will stimulate other economic sectors, and that the Municipal Tourism Council [COMTUR] is a space of contradictions and conflicts. It is concluded that the game of interests prevails in Aquidauana and that the public institution does not meet society's desires and daydreams.
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42

Barber, Dennis, Yassaman Saadatmand, and Thomas Kavoori. "Gender and Financial Risk: The U.S. and Brazil." Studies in Business and Economics 11, no. 1 (April 1, 2016): 15–25. http://dx.doi.org/10.1515/sbe-2016-0002.

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AbstractThis study intends to add to the debate whether differences in risk behaviours exist between genders. These results are used to inform the conversation about the role of gender in management and leadership. The design is an investment game in which participants could gain or lose money from investing in a hypothetical risky asset. Participants were first paid $10 to complete a survey. They could then invest any or all of this $10 in a risky asset with a known probability of gaining and losing. After winnings from the first round of investments were dispersed, a second chance to invest in the same asset was offered. The findings suggest that there is no difference between genders in their willingness to invest into the risky asset. This held true for the pooled data and for the U.S. and Brazil data separately. It is often assumed that the inherent risk behaviours differs between genders and, often times, this information is used when making promotion or hiring decisions. The methodology offers a unique approach to measuring financial risk taking at an individual level. The investment game included salient rewards and subjects were in a setting where other factors could be controlled.
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O’Hagan, Minako. "Putting Pleasure First: Localizing Japanese Video Games." TTR 22, no. 1 (October 21, 2010): 147–65. http://dx.doi.org/10.7202/044785ar.

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Since their humble beginnings, video games have undergone huge technological advances, becoming a significant global industry today and highlighting the role played by translation and localization. Despite the continuing localization activities undertaken in the industry, translation studies (TS) have not paid much attention to video games as a research domain. Drawing on the author’s previous work on the Japanese Role Playing Game (RPG) Final Fantasy titles, this paper attempts to demonstrate the ample research scope that this domain presents for TS scholars. In particular, it discusses the unique localization model used by Final Fantasy’s Japanese publisher, illustrating how the games’ new digital platform allows the (re)creation of a new gameplaying pleasure directly through the localization process itself. In this model, the original game merely sets off a chain of improvements through localization. In turn, understanding the different pleasures drawn from different localized versions of games will contribute useful insights into emerging games research.
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Sf. Luthfie Arguby Purnomo, Dyah Nugrahani, Sf Lukfianka Sanjaya Purnama,, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (January 30, 2017): 107. http://dx.doi.org/10.18326/rgt.v9i2.696.

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This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Mortal Kombat: Unchained, and Konami’s Metal Gear Solid, ergodic based approach for video game translation is formulated. The formulation signifies that ergodic, as an approach for video game translation, revolves around the treatment of video games as a cybertext from which scriptons, textons, and traversal functions as the configurative mechanism influence the selection of translation strategies and the transferability of variables and traversal function, game aesthetics, and ludus and narrative of the games. The challenges countered when treating video games as a cybertext are the necessities for the translators to convey anamorphosis, mechanical and narrative hidden meaning of the analyzed frame, to consider the textonomy of the games, and at the same time to concern on GILT (Globalization, Internationalization, Localization, and Translation).
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45

Davies, Hugh, and Zhuying Li. "Travel Frog: Traversing cultural borders with mobile games." Convergence: The International Journal of Research into New Media Technologies 26, no. 5-6 (June 30, 2019): 1194–210. http://dx.doi.org/10.1177/1354856519856619.

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This study concerns the Japanese mobile game Tabi Kaeru (2017), ‘旅かえる’, or Travel Frog as it is known in English. We explore Travel Frog’s astonishing success in China in early 2018 despite no marketing campaign or Chinese localization of this Japanese language game. First outlining the game and its development, we then trace its reception in Chinese and Western social media and its popularity among Chinese players. Combining comparative media and digital ethnographic methodologies, we explore the role of Internet influencers and investigate North Asian cultural commonalities such as Buddhist Zen philosophy, work ethic, and family values examining how they may have contributed to the popularity of the game. Recognizing the cultural appeal of this game outside its native language, we call for an interrogation of the process of games localization as a factor in the success of videogames. This article brings a rare examination of the transnational impact of games by exploring how they are transmitted through contemporary social media and interpreted through enduring cultural connections.
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Tchendji, Maurice Tchoupé, and Freddy-Viany Tatou Ahoukeng. "A Grammatical Approach of Multi-Localization of GUIs: Application to the Multi-Localization of the Checkers Game GUI." Journal of Software Engineering and Applications 11, no. 11 (2018): 552–67. http://dx.doi.org/10.4236/jsea.2018.1111033.

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47

Chizari, Amir Hossein, Fereshte Assadollahpour, and Safdar Hosseini. "Social Welfare Impacts of Imposing an Import Tariff on Maize Market in Iran Compared to an Export Tax in China and Brazil Using: a Game Theory Approach." Journal of Agricultural Studies 1, no. 2 (June 13, 2013): 1. http://dx.doi.org/10.5296/jas.v1i2.3853.

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The social welfare impacts of Iran’s maize import policies versus China and Brazil export policies using a game theoretic approach. The economy of maize export by China and Brazil as well as Iran’s import demand are analyzed using empirical imports models. In this study, supply, demand, imports and price equations are estimated using a three-stage least squares (3SLS) model to obtain elasticities. The estimated elasticities are incorporated in a non-cooperative dynamic game framework to analyze the possible impacts of policy changes in these three countries. This study analyzes various policies, including several scenarios regarding changes in Iran’s import tariff from 0% to 10% with respect to China and Brazil exported price ratio (export tax on domestic price of Iran) from 0.56-1.36. The results indicate that Iranian government should impose a tariff rate approximately 8% to maximize its own social welfare considering export taxes of 0.98 and 0.93 imposed by China and Brazil respectively. The results also suggest that policy makers in Iran should focus more on Iran’s tariff rates rather than export taxes imposed by China and Brazil.
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48

de Carvalho Ponce, Julio, Marcela de Carvalho Ponce Kawauti, Gabriel Andreuccetti, and Heráclito Barbosa de Carvalho. "Loaded dice: A game theory analysis of drunk driving laws in Brazil." Traffic Injury Prevention 19, no. 8 (November 17, 2018): 794–98. http://dx.doi.org/10.1080/15389588.2018.1512748.

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49

WOOD, DAVID. "The Beautiful Game? Hegemonic Masculinity, Women and Football in Brazil and Argentina." Bulletin of Latin American Research 37, no. 5 (November 2018): 567–81. http://dx.doi.org/10.1111/blar.12633.

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50

Purnama, SF Lukfianka Sanjaya, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (December 1, 2016): 107. http://dx.doi.org/10.18326/rgt.v9i2.107-123.

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This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Mortal Kombat: Unchained, and Konami’s Metal Gear Solid, ergodic based approach for video game translation is formulated. The formulation signifies that ergodic, as an approach for video game translation, revolves around the treatment of video games as a cybertext from which scriptons, textons, and traversal functions as the configurative mechanism influence the selection of translation strategies and the transferability of variables and traversal function, game aesthetics, and ludus and narrative of the games. The challenges countered when treating video games as a cybertext are the necessities for the translators to convey anamorphosis, mechanical and narrative hidden meaning of the analyzed frame, to consider the textonomy of the games, and at the same time to concern on GILT (Globalization, Internationalization, Localization, and Translation).KeywordsErgodic ; Translation Approach; Video Game Translation ; Textonomy; Anamorphosis
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