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Journal articles on the topic 'Game localization'

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1

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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2

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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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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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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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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Jayemanne, Darshana. "Generations and Game Localization." Eludamos: Journal for Computer Game Culture 3, no. 2 (October 26, 2009): 135–47. http://dx.doi.org/10.7557/23.6002.

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7

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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8

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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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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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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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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12

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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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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Bima Dirgantara, Harya, and Henri Septanto. "Studi Literatur Analisis Perbandingan Arsitektur Permainan Komputer PES 2018 vs FIFA 18." KALBISCIENTIA Jurnal Sains dan Teknologi 6, no. 2 (September 28, 2020): 152. http://dx.doi.org/10.53008/kalbiscientia.v6i2.48.

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This literature study discusses the comparison of computer game architecture between PES 2018 and FIFA 18. Both of these games are similar and have fanbase of their respective players. This football game is popular and f amous in the world. Although both are football games, but there are differences in the architecture. Game architecture in this context is the concept of the game, using reusability, determine granularity, risk bugs, and do localization. Every aspect of the architecture has an impact and influence on the end result of computer games. In the end each computer game has its own uniqueness.
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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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Dudek, Andrzej, Sean English, Alan Frieze, Calum MacRury, and Paweł Prałat. "Localization game for random graphs." Discrete Applied Mathematics 309 (March 2022): 202–14. http://dx.doi.org/10.1016/j.dam.2021.12.002.

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17

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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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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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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Морозов, Михаил Дмитриевич, and Mikhail Dmitrievich Morozov. "Specific features of computer games localization process." Vestnik of Astrakhan State Technical University 2019, no. 2 (November 19, 2019): 59–63. http://dx.doi.org/10.24143/1812-9498-2019-2-59-63.

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The article describes the peculiarities of the localization process, during which the product changes in accordance with a particular culture or a market. Computer games localization is a part of game development, but it functions in its own environment. It has been stated that at present the overwhelming number of user interfaces of computer games are fully localized, yet with regard to the audio part, difficulties are observed. Glossaries should be used in the process of localizing sound parts. Files, formats and tools used by localization companies are considered. The conclusion is made about the complexity and versatility of the process of localization of com-puter games compared to the localization of other products
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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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Jung, Minji, Heekyung Yang, and Kyungha Min. "Improving Deep Object Detection Algorithms for Game Scenes." Electronics 10, no. 20 (October 17, 2021): 2527. http://dx.doi.org/10.3390/electronics10202527.

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The advancement and popularity of computer games make game scene analysis one of the most interesting research topics in the computer vision society. Among the various computer vision techniques, we employ object detection algorithms for the analysis, since they can both recognize and localize objects in a scene. However, applying the existing object detection algorithms for analyzing game scenes does not guarantee a desired performance, since the algorithms are trained using datasets collected from the real world. In order to achieve a desired performance for analyzing game scenes, we built a dataset by collecting game scenes and retrained the object detection algorithms pre-trained with the datasets from the real world. We selected five object detection algorithms, namely YOLOv3, Faster R-CNN, SSD, FPN and EfficientDet, and eight games from various game genres including first-person shooting, role-playing, sports, and driving. PascalVOC and MS COCO were employed for the pre-training of the object detection algorithms. We proved the improvement in the performance that comes from our strategy in two aspects: recognition and localization. The improvement in recognition performance was measured using mean average precision (mAP) and the improvement in localization using intersection over union (IoU).
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Boshoff, Jeandré, and Adriana Roux. "The localization game on Cartesian products." Discrete Applied Mathematics 305 (December 2021): 247–59. http://dx.doi.org/10.1016/j.dam.2021.09.010.

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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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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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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.v9i2.1148.

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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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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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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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Mitchell, Peter J., Roman D. Lopatin, and Egor V. Trusov. "Teaching Russian-English translation with computer games." Tambov University Review. Series: Humanities, no. 193 (2021): 7–14. http://dx.doi.org/10.20310/1810-0201-2021-26-193-7-14.

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Nowadays, computer games occupy a large share of the entertainment industry market: according to data for 2019, the market volume was $ 152.1 billion (for comparison, the market volume in 2018 was $ 137.9 billion). The growing popularity of the industry led to the inclusion of computer games in 2005 on the UNESCO World Heritage List, and in 2003 – to the establishment of a video game award by the British Academy of Film and Television Arts. Computer games are increasingly penetrating our lives, and thus follows the language of “gamers”, exerting an increas-ing influence on the normative language. Computer games are a vast topic for research and study, especially in terms of language and teaching. Teaching translation in the modern world should in-clude a comprehensive preparation of future specialists for work. In the current education system of the Russian Federation, there is no professional training of translators for the localization of computer games, therefore, translators who wish to work in this area need to undergo additional training outside the higher education system. This brings to the fore the issue of needing to identify the features of the translation process and localization of computer games in order to improve the quality of teaching translation. We consider the features of translation and localization from English into Russian based on the texts of the computer game “The Witcher 3: Wild Hunt”.
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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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Fernández-Costales, Alberto. "On the sociolinguistics of video games localisation." Journal of Internationalization and Localization 4, no. 2 (December 31, 2017): 120–40. http://dx.doi.org/10.1075/jial.00001.fer.

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Abstract This paper addresses the localization of video games into minority languages by presenting a qualitative study which reports on interviews with professional game localizers and translation scholars from bilingual territories in Spain: the Balearic Islands, the Basque Country, Catalonia, Galicia, and the Valencian Community. The article argues that sociolinguistics has been largely ignored within the emerging field of video game translation, and the implications of and the need to adapt video games into minority languages deserves further investigation. Semi-structured, in-depth interviews were held with 5 experts aiming to recall their perceptions and views of the current situation of game localisation in Spain. The analysis of the interviews suggests there is a mismatch between the current reality of video game localisation, which is clearly market-driven, and the scenario for language diversity developed in the European Union and in Spain in the last few decades.
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Yin, Ting, Decai Zou, Xiaochun Lu, and Cheng Bi. "Evolutionary Coalitional Game-Based Cooperative Localization in Vehicular Networks." Electronics 11, no. 4 (February 18, 2022): 638. http://dx.doi.org/10.3390/electronics11040638.

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Cooperative localization under complex urban environments has become a solution able to replace Global Navigation Satellite System (GNSS) positioning. Due to the lack of an efficient cooperative localization scheme, traditional cooperative vehicle networks result in high computational complexity and heavy communication overhead. In this paper, we concentrate on the cooperative localization design of a vehicle. This paper proposes a cooperative localization method based on evolutionary coalitional game theory to implement vehicle location estimation with a lower communication cost. We select the neighboring vehicles to form a coalition based on the node’s square position error bound and communication cost. The location is obtained via exchanging information between vehicles. It is evident from the simulations and results that the proposed method requires a low communication overhead while maintaining localization accuracy.
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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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35

Matuzkova, O. P., and M. A. Yemets. "GAME LOCALIZATION: LEXICAL, CONTEXTUAL, GRAMMATICAL OBSTACLES AND THE STRATEGIES TO OVERCOME THEM." Writings in Romance-Germanic Philology, no. 2(47) (January 15, 2022): 81–91. http://dx.doi.org/10.18524/2307-4604.2021.2(47).245930.

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The given article deals with the study of game localization as a new professional sphere and a new branch in translation, as well as with the peculiarities of translators’ and localizers’ work in it, their problems, principles and strategies. The purpose, objectives and methodological basis of the study determined a set of general scientific methods and operations, namely: observation, induction and deduction, analysis and synthesis, taxonomy and modelling for theoretical understanding, generalization, classification and description of the structure and content of the phenomenon. Special linguistic methods were also used: descriptive, structural (distributive, contextual, transformational analysis, etc.), functional, contextual-interpretative methods. Games have gone a long way from the first and most basic kinds, involved in ritual activities many centuries ago, to the level of the modern ever-changing game industry which now makes up the biggest part in the entertainment software industry owing to its massive influence, popularity and financial success all around the world as well as in Ukraine. Localization industry, which has been developing since the middle of the XX century, contributed to this success, allowing game studios and their publishers to find their customers not only in the USA and Japan but almost everywhere. Despite its importance as one of key processes in content production, localization hasn’t been studied enough and only now is receiving the scientific attention that it deserves and the due recognition as a distinct and multifaceted branch, integrally related to and based on translation. The main localization lexical and context-grammatical obstacles were studied: proper names, in-game realia and terminology, intertextuality, variables, keys and pieces of code, spatial limitations, contextual limitations due to indirect and mediated communications, the form of presenting the assets to be localized and the tight deadlines.
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EPSHTEIN, OLGA V. "PROBLEMS OF TRANSLATION ADAPTATION OF ENGLISH-LANGUAGE GAMING AAA PROJECTS." Cherepovets State University Bulletin 3, no. 102 (2021): 143–53. http://dx.doi.org/10.23859/1994-0637-2021-3-102-11.

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The article examines the problems of translation adaptation when localizing high-budget AAA-class video games. The author considers the chosen specialized field as a new discursive genre, identifies verbal components of video game content, and classifies denotative, linguistic and pragmatic violations in the translation of the studied video game projects. Based on the results of the study, the solution to the problem of making an error-free translation is seen in an individual approach; the ways to improve the translation localization of the final product of gaming industry are proposed.
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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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38

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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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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Yin, Ting, Decai Zou, Rui Zhang, Dongliang Jing, Yongzhao Li, and Xiaochun Lu. "Evolutionary Overlapping Coalitional Game-Based Link Selection for Distributed Cooperative Localization in Mobile Networks." Wireless Communications and Mobile Computing 2022 (February 16, 2022): 1–8. http://dx.doi.org/10.1155/2022/6588197.

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With the increasing application of Internet of Things (IoT), the localization of IoT devices has been widely used. The distributed cooperative localization is expected to be applied in a large-scale dynamic network, such as IoT. It is located through the exchange of information among multiple nodes. For a large amount of battery-based users, the high-computational complexity and heavy communication overhead will lead to huge energy consumption. In this paper, we propose a link selection algorithm based on the evolutionary overlapping coalitional (EOC) game to mitigate the energy consumption for distributed cooperative localization in the dynamic network. The equivalent Fisher information matrix (EFIM) and the Cramér–Rao lower bound (CRLB) are employed to keep location accuracy. Numerical results verify that the distributed cooperative localization based on the EOC game achieves lower energy consumption while keeping localization accuracy in the dynamic networks.
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41

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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42

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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43

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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44

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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45

Kikkawa, Toshiko, and Seiji Suzuki. "Localization of Risk Communication Tools: Two Case Studies." Journal of Disaster Research 8, no. 1 (February 1, 2013): 90–94. http://dx.doi.org/10.20965/jdr.2013.p0090.

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In this paper, the authors explore some issues related to adjusting risk communication tools to localities in developing countries, i.e., the localization of risk communication tools. We introduce two anecdotal cases using simulation games as tools for risk communication. First, the “Garbage” game (Thiagarajan, 1991) was introduced to participants in order to improve their awareness of second-order social dilemmas caused by waste management. The cheating nature involved in its rules for achieving the goal was refused by some participants for reasons of religious belief in which the cheating of people is prohibited by religious tenets. The second case was froman elementary school for girls in Pakistan, where religious beliefs play an important role in education. In order to implement risk education in developing countries, it is thus important to give considerations to culture, especially to religious beliefs.
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Purnama, SF Lukfianka Sanjaya, and SF Luthfie Arguby Purnomo. "CLASSIFYING VIDEO GAME TRANSLATION STUDIES FROM TRANSTEXTUALITY PERSPECTIVES." LEKSEMA: Jurnal Bahasa dan Sastra 4, no. 1 (June 20, 2019): 29. http://dx.doi.org/10.22515/ljbs.v4i1.1635.

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This paper attempts to classify video game translation(VGT)studies from the perspectives of transtextuality, Genette’s term referring to the relationships a text weaves with other texts (1992). In regard to VGT studies, applying transtextuality signifies the textuality of video game and its transtextual relationship with other texts. Transtextuality is linear to the connectionist perspectives Globalization, Internationalization, Localization, and Translation (GILT) holds, a conventional concept that houses VGT, emphasizing on the intra and inter relationships between the four elements of GILT. This necessity to consider VGT as a part of GILT is the linearity to which transtextuality conforms VGT studies. Applying transtexuality, VGT studies are classified into transversality, transcreation, transfiguration, and transmediation. Transversalityreferstothestudiesaimed at applying translation theories in VGT.Transcreation refers to VGT studies that focus on cultural issues in relation to video game mechanics. Transfiguration refers to VGT studies that incorporate game studies as a response to certain VGT issues. Transmediation refers to VGT studies that focus on the influence of video game media toward the translation aspects of video games. These four classifications construct a quadrant which opens probabilities for VGT studies to depart from the combination of each element.
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47

Syafa’ati, Etty, and Umi Pujiyanti. "Game Localisation: Loss and Gain in Visual Novel Subtitles." Register Journal 10, no. 2 (December 4, 2017): 185. http://dx.doi.org/10.18326/rgt.v10i2.185-199.

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This research discussed about loss and gain in the context of game localization with the limitation on subtitles. The objectives are to present the loss and gain in the visual novel game adaptation subtitles entitled A Child in the Forest and to identify reasons of the loss and gain happen. A Child in the Forest is a kind of game which consists of static and background images also music soundtrack with storylines and dialogues. It was made and translated from English into Indonesian version by English Letters students of IAIN Surakarta. The method used in this research is descriptive qualitative. The method of collecting data, researcher gets English and Indonesian subtitles script from the game packages. After that, the researcher analyses the data which consist of loss and gain and also make interview with translator. The researcher uses informant to make data validation which is expert in translation and in the world of visual novel game. The result of this research, researcher found 63 data about loss and 55 data about gain. The reasons of loss and gain in visual novel game subtitle is mostly because of the translator wants to reach the goal of game localization in order the visual novel can be easy to be played and to be understood.Keywords: Game Localization, Loss and Gain, Subtitle of Visual Novel Game. INDONESIAN ABSTRACT Penelitian ini membahas tentang loss dan gain dalam konteks game lokalisasi dengan fokus hanya pada subtitle. Tujuan dari penelitian ini adalah untuk menunjukan loss dan gain yang ditemukan serta mengidentifikasi alasan kenapa loss dan gain bisa terjadi di subtitle visual novel game adaptasi berjudul A Child in the Forest. A Child in the Forest adalah sebuah permainan yang terdiri dari gambar statis dan latar belakang juga suara music dengan alur cerita dan dialog. Visual novel ini dibuat dan diterjemahkan dari bahasa Inggris ke bahasa Indonesia oleh siswa jurusan sastra inggris semester 2 IAIN Surakarta. Metode yang digunakan dalam penelitian ini adalah penelitian deskriptif kualitatif. Metode pengumpulan data, peneliti mendapatkan naskah terjemahan bahasa Inggris dan bahasa Indonesia dari data paket permainan. Setelah itu, peneliti menganalisis data yang mengandung loss dan gain dan juga melakukan wawancara dengan penerjemah. Peneliti menggunakan informan untuk melakukan validasi data yang ahli dalam dunia penerjemahan dan ahli dalam game visual novel. Hasil penelitian ini, peneliti menemukan 63 data tentang loss dan 55 data tentang gain. Alasan loss dan gain dalam subtitle game visual novel ini sebagian besar karena penerjemah ingin mencapai tujuan lokalisasi permainan agar visual novelnya mudah dimainkan dan dipahami.Kata kunci: Lokalisasi Game, Loss dan Gain, Subtitle di Visual Novel Game.
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48

He, Hanwu, Xianyin Duan, and Yueming Wu. "Stereo Educational Game with Vision Based Interaction in Virtual Environment." International Journal of Virtual Reality 9, no. 4 (January 1, 2010): 79–85. http://dx.doi.org/10.20870/ijvr.2010.9.4.2793.

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Interaction and immersion are crucial to educational game quality. Thus, a vision based marker location interaction and stereo rendering method for the game are proposed. This approach could support the players to have more intuitive interaction and more immersion feeling. First, a general architecture of the educational game based on computer vision marker localization interaction was presented. Then, a new method to vision based marker localization and identification interaction was studied. The basic idea of this interaction is using a static camera to track the position and pose information of the marker in the handheld device. So the game system can judge the operation purposes of players such as pick up or put down a virtual objects based on the position and pose information of the marker easily. The experiment result shows this interactive method has a high tracking accuracy. Furthermore, rendering module of the game is designed by using a stereo rendering method, so it can produce stereo vision for players. Last, a feeding animal game for children is realized to verify the presented approaches. Children can carry different food to different animals by a handheld device with marker so that they can learn what food the animals like. The running result illustrates that the presented approaches are effective, and they can provide a natural interaction for game in virtual environment
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Yuan, Yali, Chencheng Liang, Xu Chen, Thar Baker, and Xiaoming Fu. "Adaptive Fuzzy Game-Based Energy-Efficient Localization in 3D Underwater Sensor Networks." ACM Transactions on Internet Technology 22, no. 2 (May 31, 2022): 1–20. http://dx.doi.org/10.1145/3406533.

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Numerous applications in 3D underwater sensor networks (UWSNs), such as pollution detection, disaster prevention, animal monitoring, navigation assistance, and submarines tracking, heavily rely on accurate localization techniques. However, due to the limited batteries of sensor nodes and the difficulty for energy harvesting in UWSNs, it is challenging to localize sensor nodes successfully within a short sensor node lifetime in an unspecified underwater environment. Therefore, we propose the Adaptive Energy-Efficient Localization Algorithm (Adaptive EELA) to enable energy-efficient node localization while adapting to the dynamic environment changes. Adaptive EELA takes a fuzzy game-theoretic approach, whereby the Stackelberg game is used to model the interactions among sensor and anchor nodes in UWSNs and employs the adaptive neuro-fuzzy method to set the appropriate utility functions. We prove that a socially optimal Stackelberg–Nash equilibrium is achieved in Adaptive EELA. Through extensive numerical simulations under various environmental scenarios, the evaluation results show that our proposed algorithm accomplishes a significant energy reduction, e.g., 66% lower compared to baselines, while achieving a desired performance level in terms of localization coverage, error, and delay.
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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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