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1

Goaid Alotaibi, Abdullah, and Zafer Tuhaitah. "An overview of the localisation of video games into Arabic." Journal of Internationalization and Localization 8, no. 1 (September 13, 2021): 26–47. http://dx.doi.org/10.1075/jial.20008.goa.

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Abstract With the emergence of video game localisation studies in the last decade, scholarly interest in translation studies in this young discipline has increased. Although globalisation has encouraged video game companies to offer their products in as many languages and markets as feasible, this academic discipline is still an under-researched area, especially in the Arab context. This article presents an overview to engender a better understanding of the nature of video games and their localisation in the Arab market. This market is distinct due to its culture, politics and language. In addition to the translational challenges related to the Arabic language, this study deals with the specificities of video game localisation from political, cultural and linguistic perspectives. This research offers a historical overview of the localisation of video games into Arabic since the inception of the practice, including an outline of the main localisation milestones in this field.
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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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Mangiron, Carme. "Game on! Burning issues in game localisation." Journal of Audiovisual Translation 1, no. 1 (November 14, 2018): 122–38. http://dx.doi.org/10.47476/jat.v1i1.48.

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Game localisation is a type of audiovisual translation that has gradually been gathering scholarly attention since the mid-2000s, mainly due to the increasing and ubiquitous presence of video games in the digital society and the gaming industry's need to localise content in order to access global markets. This paper will focus on burning issues in this field, that is, issues that require specific attention, from an industry and/or an academic perspective. These include the position of game localisation within the wider translation studies framework, the relationship between game localisation and audiovisual translation, game accessibility, reception studies, translation quality, collaborative translation, technology, and translator training.
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Muñoz Sánchez, Pablo. "Video Game Localisation for Fans by Fans." Journal of Internationalization and Localization 1 (January 1, 2009): 168–85. http://dx.doi.org/10.1075/jial.1.07mun.

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The aim of this paper is to show the particularities of the so-called “romhacking”, a methodology developed by amateurs to localise mainly classic video games. In the first section, the concept and origin of the term “romhacking” is presented. The second section offers an overview of the workflow followed by romhackers to localise video games. In the third section, an analysis of the differences between professional and amateur translations is given. The fourth section includes a discussion of the legal aspects of this practice. The paper concludes with a reflection on the impact of amateur translations on the video game localisation industry.
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Ángel Bernal-Merino, Miguel. "Video game localisation/ Localización de videojuegos." Trans. Revista de traductología, no. 15 (December 1, 2011): 9–10. http://dx.doi.org/10.24310/trans.2011.v0i15.3189.

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Mangiron, Carmen. "The Localisation of Japanese Video Games." Journal of Internationalization and Localization 2 (January 1, 2012): 1–20. http://dx.doi.org/10.1075/jial.2.01man.

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Over the course of the last three decades the entertainment software industry has become a multibillion dollar industry and a worldwide phenomenon. The United States and Japan have traditionally been the main players in this industry, which owes part of its global success to internationalisation and the associated localisation processes. Due to the cultural distance between Japan and Western countries, Japanese games often undergo extensive cultural adaptation in order to market them successfully in those territories. This paper analyses the localisation of Japanese console games. After presenting a brief overview of the history of the localisation of Japanese games it describes the main internationalisation strategies adopted by Japanese developers and publishers. It also explores the main localisation strategies applied to Japanese games, i.e. domesticating or exoticising, exploring the cultural adaptation processes to which some Japanese games have been subject, and examines how critics and players reacted to the localised versions. Finally, it concludes with a reflection on the extent to which Japanese games should be culturally adapted for their international release in order to strike the right balance between domesticating and exoticising strategies taking into account different factors, such as the genre of the game, the gaming preferences of the target players, and the intended audience.
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Ellefsen, Ugo, and Miguel Á. Bernal-Merino. "Harnessing the roar of the crowd." Journal of Internationalization and Localization 5, no. 1 (August 10, 2018): 21–48. http://dx.doi.org/10.1075/jial.00009.ell.

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Abstract Through quantitative data analysis, this study explores the attitudes of gamers from different French-speaking locales (Belgium, France, Canada, and Switzerland) in relation to their language preference and opinions of translated material while playing video games. The intended goal is to develop a replicable methodology for data collection about the linguistic preferences of video game players. The research strategy is based on online questionnaires distributed to gamers through social media. The results highlight players’ level of satisfaction regarding the localisation of games and suggest that industry strategies put forward till recently may be rather inadequate. Linguistic preferences seem to vary within locales based on factors such as English language proficiency and personal background. The results of this research may serve the implementation of new localisation strategies for video game products in French-speaking countries of emerging markets or other multinational languages.
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Bernal-Merino, Miguel Á. "Creativity and playability in the localisation of video games." Journal of Internationalization and Localization 5, no. 1 (August 10, 2018): 74–93. http://dx.doi.org/10.1075/jial.00011.ber.

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Abstract Creativity is one of the most highly debated topics in translation not only because of how it relates to authorship but also because of the unavoidable cultural ramifications and the business implications for all the parties involved. Identifying the parameters within which creative translation operates in entertainment media requires a complex process that comprises a large amount of variables beyond the linguistic ones. Semiotics is suggested as a robust analytical tool to study the layering of meaning-making in entertainment products, in other words, their polysemioticity. Multimedia interactive entertainment software (MIES), a. k. a. video games, adds levels of complexity never seen before in translation due to their functional requirements. In order to identify the features that separate other entertainment products from MIES, this article analyses also the translation of novels, comics and films. The concept of playability is utilised as a way of isolating the pragmatic challenges of video game localisation.
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Bernal-Merino, Miguel Á. "Creating Felicitous Gaming Experiences: Semiotics and Pragmatics as Tools for Video Game Localisation." Signata, no. 7 (December 31, 2016): 231–53. http://dx.doi.org/10.4000/signata.1227.

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10

O'Hagan, Minako. "Evolution of User-generated Translation." Journal of Internationalization and Localization 1 (January 1, 2009): 94–121. http://dx.doi.org/10.1075/jial.1.04hag.

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Most conspicuous initially with Japanese anime fansubs, fan-based translation has been developing since the 1980s. In the advent of widespread availability of Web 2.0 platforms, fan translation has become a global phenomenon despite its dubious legal status. Extending the emerging interest in fansubs and scanlation in translation studies to the little discussed translation hacking by video game fans, this article brings readers‘ attention to participatory culture manifest in user-generated content in the field of translation and localisation. The article describes the evolution from unsolicited fan translation to solicited community translation now called crowdsourcing and considers them in the framework of user-generated translation (UGT). The article provides interdisciplinary perspectives, drawing on insights from media and game studies to address UGT which could profoundly impact the profession of translation and localisation as new technological environments unleash the technical competence, genre-knowledge and unparalleled devotion of the otherwise untrained Internet crowd as translators.
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Strong, Samuel. "Achievements." Journal of Internationalization and Localization 4, no. 1 (December 31, 2017): 22–39. http://dx.doi.org/10.1075/jial.4.1.02str.

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Abstract Achievements perform an essential entertainment function in video games. They instruct and reward gamers, and they serve as status symbols or bragging rights within gaming communities. These texts can be challenging for localisers, since they have multiple functions, align with or subvert game mechanics and narrative, and can contain a range of intertextual references, understood as references to other texts, genres, or popular culture (Mangiron and O’Hagan, 2006). Their localisation, therefore, warrants special handling. In this article, I make the case for achievement texts being a unique text type based on Bernal-Merino’s (2014) classification. Further, I propose a macro-level analysis approach that enables localisers to re-render these texts’ essential component parts.
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Khoshsaligheh, Masood, and Saeed Ameri. "Video game localisation in Iran: a survey of users’ profile, gaming habits and preferences." Translator 26, no. 2 (February 9, 2020): 190–208. http://dx.doi.org/10.1080/13556509.2020.1724046.

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Hevia, Carmen Mangiron. "VIDEO GAMES LOCALISATION: POSING NEW CHALLENGES TO THE TRANSLATOR." Perspectives 14, no. 4 (July 24, 2007): 306–23. http://dx.doi.org/10.1080/09076760708669046.

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Znamerovscaia, Anastasia Olegovna, and Anastasia Vladimirovna Ageeva. "Interdisciplinarity as Key Characteristic of Video Games Localisation Process." Filologičeskie nauki. Voprosy teorii i praktiki, no. 1 (January 2021): 218–22. http://dx.doi.org/10.30853/phil210006.

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Song, Hua. "Translation and Localisation in Video Games: Making Entertainment Software Global." Australian Journal of Linguistics 38, no. 1 (January 12, 2017): 127–29. http://dx.doi.org/10.1080/07268602.2016.1272149.

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Roturier, Johann. "Miguel Á. Bernal-Merino: Translation and localisation in video games: making entertainment software global." Machine Translation 29, no. 3-4 (December 2015): 301–3. http://dx.doi.org/10.1007/s10590-015-9174-3.

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Khrushcheva, Tatiana Valerievna, and Svetlana Alekseevna Ermolenko. "Features of Language Localisation of “Resident Evil” Video Games in the Russian Market: A Translation Aspect." Filologičeskie nauki. Voprosy teorii i praktiki, no. 4 (April 2022): 1200–1205. http://dx.doi.org/10.30853/phil20220202.

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18

Morais, Cecília Franco. "Contribuições para o ensino de tradução/localização de videogames: uma resenha de “Translation and Localisation in Video Games: Making Entertainment Software Global”, de Miguel Ángel Bernal-Merino." Belas Infiéis 9, no. 4 (July 29, 2020): 291–99. http://dx.doi.org/10.26512/belasinfieis.v9.n4.2020.25196.

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No livro Translation and localisation in video games: making entertainment software global”, Miguel Ángel Bernal-Merino descreve e analisa fatores que influenciam o processo de localização de videogames, tanto do aspecto comercial quanto do tradutório. O autor também traça um histórico do processo de evolução da indústria de videogames e sua localização, além de descrever brevemente as teorias existentes dentro dos Estudos da Tradução e como cada uma delas contribui, ou poderia contribuir, para o estudo da localização de videogames. Um dos objetivos do autor ao publicar esse livro é promover uma maior colaboração entre os dois lados do processo de localização: a indústria e o tradutor. A obra de Bernal-Merino contribui para a formação de novos tradutores profissionais ou tradutores já atuantes no mercado de localização, visto que as suas descrições e análises conscientizam e orientam professores, acadêmicos e/ou profissionais sobre os problemas e desafios a serem enfrentados em seu trabalho com localização.
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O’Hagan, Minako. "Game localisation as software-mediated cultural experience: Shedding light on the changing role of translation in intercultural communication in the digital age." Multilingua 34, no. 6 (January 1, 2015). http://dx.doi.org/10.1515/multi-2014-0062.

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AbstractIn this rapidly technologising age translation practice has been undergoing formidable changes with the implication that there is a need to expand the disciplinary scope of translation studies. Taking the case of game localisation this article problematises the role of translation as intercultural communication by focusing on cultural elements of video games. Game localisation evolved in response to the game industry’s need to distribute game software in territories other than the country of origin whereby adjusting games technically, linguistically and culturally to suit the requirements of the target market. Despite the importance of this cross-lingual and cross-cultural operation for the industry’s success in the global market, game localisation remains an underreported area of research in translation studies. A critical analysis of game localisation as generating software-mediated cultural experiences reveals intercultural communication issues due to the nature of modern digital games as technological and cultural artefacts. By combining translation studies perspectives and the theoretical framework of critical theory of technology, the author argues that game localisation is eliciting something new about the role of translation in forging intercultural communication in the digital age.
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Dodd, Adam. "The Fortean Continuity of eXistenZ within a Virtual Environment." M/C Journal 3, no. 5 (October 1, 2000). http://dx.doi.org/10.5204/mcj.1871.

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So then: That all phenomena in our intermediate state, or quasi-state, represent this one attempt to organise, stabilise, harmonise, individualise -- or to positivise, or to become real: That only to have seeming is to express failure or intermediateness to final failure and final success; That every attempt -- that is observable -- is defeated by Continuity, or by outside forces -- or by the excluded that are continuous with the included: That our whole "existence" is an attempt by the relative to be absolute, or by the local to be the universal. -- Charles Fort, The Book of the Damned (1919) I inspire this essay with outlandish reference from the "Godfather of the paranormal" primarily because upon revision of his seminal, often "disjointed" tome The Book of the Damned, I am immediately struck by the deeply ironic reciprocity his renegade theory of Continuity shares with expansive sociocultural change effected by global communication technologies, specifically, a growing awareness of interconnections -- or links -- between all things. I am swiftly presented, upon making this observation, with Sony's latest TV ad which, rather than attempting to persuade me to buy a Sony product per se, seems considerably more interested in luring me to buy into the digital world the advertisement illustrates, blending it ambiguously into "reality", repetitively informing me that in such an environment, "we are all connected". Following suit, I make the link. But from a strictly Fortean perspective, the link was already there, acknowledged or not, since Fort's ontology of Continuity precludes locality in much the same way as, say, the graphic art of M.C. Escher. Much of what Fort catalogued as "paranormal" phenomena can be seen as signs (in the semiotic sense) of the universe's non-localised nature. Although he did not frame his own perspective in these terms, Fort's writings subtly imply an explanation of "existence" as an assemblage of continuous signs seeking affirmation via exclusion (I am because I am not what I am not), an assemblage read, interpreted and ordered by the exclusive human mind. Mysterious coincidences, apparitions, vanishings, appearances, ESP, telekinesis -- these types of apparently instantaneous phenomena were seen as manifestations of phenomenological connections or mergings where none was believed or known to exist. The role of the Fortean, therefore, has traditionally been both to acknowledge that such phenomena do occur and to elucidate their significance, to explore connections between apparently unconnected phenomena, to make new, illuminating links in an infinitely interlinked universe. Such a role is hardly incompatible, of course, with that of today's average Web surfer. In the virtual environment communication technologies seek to construct, nothing is really local because everything is continuous with, or linked to, everything else. Significantly, these links are of our own making, but were already there, and it is in this sense that the Web is the essence of Forteana electronically virtualised, accounting for cyberspace's prolific production of UFO and conspiracy lore, for example, both traditionally fields of high interest to Forteans. Jodie Dean notes that: With the Internet, conspiracy information has been turned into entertainment ... this is because of the way that the networked society turns all of its citizens into conspiracy theorists: we are all told to search for information and make links. What is interesting about the expansion of conspiracy into mass media is the way that conspiracy thinking comes to define the Zeitgeist, to be synonymous with critical thinking in the networked society. (Pilkington 25) Fortean Continuity has woven itself through much of Western popular culture since Fort's time, obviously underpinning The X-Files and its ilk but surfacing more subtly in Paul Thomas Anderson's Magnolia, for example, where it in fact formed the crux of that film's "confusing" closure: a narratively "unconnected" frog fall, a well-documented but poorly understood phenomenon to which Fort attached considerable significance. Seemingly "unconnected" events like this happen quite often, Fort discovered, and through his study of their social reception (which historically ranges from ignorance to mythic inspiration) reasoned that all phenomena and events are unexplained and unexpected -- are apparently unconnected -- until we are able to establish a context in which they might plausibly "make sense", or be possible, or real. When such a (culturally specific) context is established, often elaborately so in a culture intolerant of randomness, the phenomenon "explained" becomes awash in significance, enriching the entire environment in which it is deemed to occur, reminding us of Continuity and the creative power of explanation. Unless, of course, that explanation is primarily concerned with maintaining a dominant social power structure or paradigmatic worldview which, Fort observed, in the West tends to be interested in downplaying Continuity and promoting fragmentation, or "localisation of the universal". Further, by "excluding" the anomaly altogether (and that includes accepting its presence but maintaining its "otherness"), we only limit the scope of our own observation, leaving the most alluring links unexplored. While all this sounds rather antiquated and mystical (it was Fort's way), I still can't help but think he might have been onto something: upon review Magnolia actually contains numerous clear Fortean references (Coleman 49). Granted a context, the frogs actually make sense. "The message" is that, even if the links seem at first so obscure as to be nonexistent, we are, in a virtual environment, encouraged to make them. In such an environment, the once staunch division between "subjective construction" and "objective observation" becomes largely redundant. The Body as Media Sign This redundancy describes a culture in which the medium has become the message. We are now encouraged to make links by transcending locality via the "technological simulation of consciousness", which McLuhan saw as symptomatic of the "electric age, when our central nervous system is technologically extended to involve us in the whole of mankind and to incorporate the whole of mankind in us..." (4), an age in which media technology essentially elaborates the nonsynthetic interconnective model of biological nature, a model completely inhospitable to notions of "disconnection". When our bodies and their perceptual functions become continuous with the form and information relay of technology, "we" become undeniably continuous, disembodied via the body. Fort's ontology of Continuity (which lead him to conceive the term "teleportation", probably a significant influence on the cosmology of Lovecraft) has become increasingly intrinsic to much horror and science fiction, and especially central to the filmography of Canadian auteur and master of paranoid horror, David Cronenberg. Notably prominent in his first investigation of postmodernity's mediated ontology, Videodrome (1982), the theme of Continuity permeates this often "disjointed" film, which suggests the power of mass media operates not through the message, but through an obscure function of the medium which ultimately renders the "message" redundant as the medium becomes the message. Videodrome, a snuff TV show that seduces Toronto cable station chief Max Renn (James Woods), is encoded with a subliminal signal, which induces a brain tumour that eventually transforms the viewer's reality into video hallucination (and/or vice versa). The nature of the message does not ultimately matter since this subliminal signal can function through any program, even a test pattern. Steven Shaviro notices the psychedelic, McLuhanesque joke: the boundary between "inner bodily excitation and outer objective representation" collapses as the "new regime of the image abolishes the distance required either for disinterested aesthetic contemplation or for stupefied absorption in spectacle" (141). In the addictive cybernetic feedback loop of Videodrome, the distance between the medium and the body eventually collapses -- the body becomes the medium itself, the "New Flesh", and consequently the message: a sign within the hyperreality of an information system in which there are only signs. In such an all-encompassing system of interconnected signs, in which signification becomes incontrovertibly arbitrary, borders don't so much collapse as blend into one another, forming what Cronenberg presents as eXistenZ (1999), an unresolvable "quasi-state" of virtual embodiment. In many ways an elaboration of Videodrome, eXistenZ presents a "different present" style future in which technology, biology, the synthetic, the natural, and the real are completely virtualised with the advent of synthesised, organic virtual reality technology. Consisting of "metaflesh", the game pods/consoles are living tissue requiring a human body as a power source. Connecting directly with the central nervous system via a port at the base of the spine, they become a working part of the biological body, transforming the individual's reality into a narrative game called eXistenZ, so "real" it is ultimately indistinguishable from reality itself, hence its overwhelming appeal. The content of the game is an ambiguous combination of pre-programmed information and the player's own expectations, the objective of the game being to learn why one is playing the game. Progress within the game depends upon saying the right thing to the right person/character, or doing the right thing at the right time, to receive the right information to proceed in the right direction. When progress begins to lag, the player feels an overwhelming urge to do or say something they don't "want" to as their game character temporarily takes over to ensure continuation of the game. Initially felt as artificially induced bodily impulses, these urges eventually become acceptable and naturalised as the player "becomes" their game character, adopting the prescribed attitude and behaviour required for proficiency within the game, allowing them to "do the right thing" more easily, to both "make the links" and reconfigure themselves as links. In this sense eXistenZ is a fitting parable for an increasingly interconnected media culture that equates media transgressions of the body/mind with eventual transcendence from the body/mind into a quasi-corporeal "virtual reality" of cybernetics in which the individual, like everything else that is deemed to exist, is defined as a sign of its own connection to everything else. Existence as game describes existence within a playful culture of desire in which the pursuit of happiness is equated with the pursuit of pleasurable symbols that speak for our selves, and for which a virtual reality becomes a most logical, desirable future, if not a present. Within such an environment we are all characters in the same game, a game called "existence". Our bodies are the game pods which make interaction within existence possible, the vehicular flesh that binds "us" to the gaming environment, their provision of "reality" becoming ever more indistinguishable from the contexts established by increasingly pervasive electronic media. Literality begins to fade schizophrenically in the wake of hypersignificance. As a sign of and within a media age, the body becomes both a medium for a self-reflexive message and a message for a self-reflexive medium. In other words, as eXistenZ suggests, the body is already so incorporated as both media (information system) and media image that there is nothing non-virtual about its reality, or reality in general, for that matter, hence the analogy of existence as interactive simulation, a game. The Fortean Continuity of eXistenZ, I'd suggest, describes the increasingly anarchic power, ebb and flow of signs within a postmodern, virtual environment. Interestingly, Fort ultimately saw existence itself as reliant upon the processional denial of Continuity in the pursuit of the "real", or the Truth, or some kind of localisation of the universal, something that owes no debt to or shares no phenomenological relationship with anything other than itself, something that could only ever be ... self-referential. He argued that, despite our attempts to construct such phenomena, and to define our own lived experience (and our bodies) in these terms, no such phenomena exist in any objective sense because, ultimately, the observer is the observed. Everything is a part of itself, so every attempt to become "real" is doomed to fail, since "real" for Western culture involves some degree of conceptual disconnection, if only of the "real" from the "unreal". Fort didn't miss the irony of Intermediateness, the Truth that could never be, deeply appreciating The amazing paradox of it all: That all things are trying to become the universal by excluding other things. That there is only this one process, and that it does animate all expressions, in all fields of phenomena, of that which we think of as one inter-continuous nexus. (Book of the Damned 9) If then, upon the technological realisation of Continuity, there emerges in Western popular culture a deep obsession with the growing elusiveness of Truth (or "reality") accompanied by a certain degree of "paranoia" -- a veritable Fortean revival -- might this be attributable, at least in part, to the growing inefficacy of Truth and "reality" within the virtual environment of an inherently Fortean media form? References Coleman, Loren. "When Frogs Fall..." Fortean Times 133 (2000): 49. eXistenZ. Dir. David Cronenberg. 1999. Fort, Charles. The Complete Books of Charles Fort. New York: Dover, 1974. McLuhan, Marshall. Understanding Media: The Extensions of Man. London: Routledge, 1964. Pilkington, Mark. "Watching the Watchers." Fortean Times 134 (2000): 24-5. Shaviro, Steven. The Cinematic Body. Minneapolis: U of Minnesota P, 1993. Videodrome. Dir. David Cronenberg. 1982. Citation reference for this article MLA style: Adam Dodd. "The Fortean Continuity of eXistenZ within a Virtual Environment." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/continuity.php>. Chicago style: Adam Dodd, "The Fortean Continuity of eXistenZ within a Virtual Environment," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/continuity.php> ([your date of access]). APA style: Adam Dodd. (2000) The Fortean continuity of eXistenZ within a virtual environment. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/continuity.php> ([your date of access]).
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De Seta, Gabriele. "“Meng? It Just Means Cute”: A Chinese Online Vernacular Term in Context." M/C Journal 17, no. 2 (March 3, 2014). http://dx.doi.org/10.5204/mcj.789.

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Fig. 1: "Xiao Ming (little Ming) and xiao meng (little sprout/cutie)", satirical take on a popular Chinese textbook character. Shared online Introduction: Cuteness, Online Vernaculars, and Digital FolkloreThis short essay presents some preliminary materials for a discussion of the social circulation of contemporary Chinese vernacular terms among digital media users. In particular, I present the word meng (萌, literally "sprout", recently adopted as a slang term for "cute") as a case in point for a contextual analysis of elements of digital folklore in their transcultural flows, local appropriations, and social practices of signification. One among many other neologisms that enter Mandarin Chinese from seemingly nowhere and gain a widespread popularity in everyday online and offline linguistic practices, meng belongs to a specific genealogy of Japanese animation fansubbing communities, and owes its rapid popularisation to its adaptation to local contexts in different syntactic forms. The resulting inclusion of meng in the changing repertoire of wangluo liuxing ciyu ("words popular on the Internet")—the online vernacular common among Chinese Internet users which is often the target of semantic or structural analyses—is in fact just the last step of processes of networked production and social signification happening across digital media and online platforms.As an anthropologist of media use, I aim to advance the thesis that, in the context of widespread access to digital media, vernacular terms popularised across online platforms and making their way into everyday linguistic interactions are not necessarily the epiphenomena of subcultural formations, nor can they be simply seen as imported aesthetics, or understood through semantic analyses. Rather, “words popular on the Internet” must be understood as part of a local digital folklore, the open repertoire of vernacular content resulting from the daily interaction of users and digital technologies (Lialina & Espenschied 9) in a complex and situated media ecology (Fuller). I argue that the difference between these two approaches is the same passing between a classical structural understanding of signification proposed by Lévi-Strauss and the counter-Copernican revolution proposed by Latour’s quasi-objects proliferating in collectives of actors. Are incredibly pervasive terms like meng actually devoid of meaning, floating signifiers enabling the very possibility of signification? Or are they rather more useful when understood as both signifiers and signifieds, quasi-objects tracing networks and leading to collectives of other hybrids and practices?The materials and observations presented in this essay are part of the data collected for my PhD research on Chinese digital folklore, a study grounded on both ethnographic and archaeological methods. The ethnographic part of my project consists of in-depth interviews, small talk and participant observation of users on several Chinese online platforms such as AcFun, Baidu Tieba, Douban, Sina Weibo and WeChat (Hine). The archaeological part, on the other hand, focuses on the sampling of user-generated content from individual feeds and histories of these online platforms, an approach closer to the user-focused Internet archaeology of Nicholson than to the media archaeology of Parikka. My choice of discussing the term meng as an example is motivated by its pervasiveness in everyday interactions in China, and is supported by my informants identifying it as one of the most popular vernacular terms originating in online interaction. Moreover, as a rather new term jostling its way through the crowded semantic spectrum of cuteness, meng is a good example of the minor aesthetic concepts identified by Ngai as pivotal for judgments of taste in contemporary consumer societies (812). If, as in the words of one of my informants, meng "just means 'cute'," why did it end up on Coca-Cola bottle labels which were then featured in humorous self-portraits with perplexed cats? Fig. 2: "Meng zhu" (Cute leader, play on word on homophone “alliance leader”) special edition Coca-Cola bottle with cat, uploaded on Douban image gallery. Screenshot by the author Cuteness after JapanContemporary Japan is often portrayed as the land of cuteness. Academic explanations of the Japanese fascination with the cute, neotenic and miniaturised abound, tackling the topic from the origins of cute aesthetics in Japanese folkloric characters (Occhi) and their reappearance in commercial phenomena such as Pokémon (Allison), to the role of cuteness as gender performance and normativity (Burdelski & Mitsuhashi) and the "spectacle of kawaii" (Yano 681) as a trans-national strategy of cultural soft power (683). Although the export and localisation of Japanese cultural products across and beyond Asia has been widely documented (Iwabuchi), the discussion has often remained at the level of specific products (comics, TV series, games). Less frequently explored are the repertoires of recontextualised samples, snippets and terms that local audiences piece together after the localisation and consumption of these transnational cultural products. In light of this, is it the case that "the very aesthetic and sensibility that seems to dwell in the playful, the girlish, the infantilized, and the inevitably sexualized" are inevitably adopted after the "widespread distribution and consumption of Japanese cute goods and aesthetics to other parts of the industrial world" (Yano 683)? Or is it rather the case that language precedes aesthetics, and that terms end up reconfigured according to the local discursive contexts in ongoing dialogic and situated negotiations? In other words, what happens when the Japanese word moe (萌え), a slang term "originally referring to the fictional desire for characters of comics, anime, and games or for pop idols” (Azuma 48) is read in its Mandarin Chinese pronunciation meng by amateur translators of anime and manga, picked up by audiences of video streaming websites, and popularised on discussion boards and other online platforms? On a broader level, this is a question of how the vocabularies of specialised fan cultures mutate when they move across language barriers on the vectors of digital media and amateur translations. While in Japanese otaku culture moe indicates a very specific, physically arousing form of aesthetic appreciation that is proper to a devote fan (Azuma 57), the appropriation of the (originally Chinese) logograph by the audiences of dongman (animation and comics) products in Mainland China results in the general propagation of meng as a way of saying 'cute' slightly more fashionable and hip than the regular Mandarin word ke'ai. Does this impact on the semantics or the aesthetics of cuteness in China? These questions have not been ignored by researchers; Chinese academics in particular, who have a first-hand experience of the unpredictable moods of vernacular terms circulating from digital media user cultures to everyday life interactions, appear concerned with finding linguistic explanations or establishing predictors for these rogue terms that seem to ignore lexical rules and traditional etymologies. Liu, for example, tries to explain the popularity of this particular term through Dawkins' neo-Darwinian theorisation of memes as units of cultural transmission, identifying in meng the evolutionary advantages of shortness and memorisability. As simplistic treatments of language, this sort of explanations does not account for the persistence of various other ways of describing general and specific kinds of cuteness in Mandarin Chinese, such as ke'ai, dia or sajiao, as described by Zhang & Kramarae (767). On the other hand, most of the Chinese language research about meng at least acknowledges how the word appears under the sign of a specific media ecology: Japanese comics and animation (dongman) translated and shared online by fan communities, Japanese videogames and movies widely consumed by Chinese young audiences, and the popularisation of Internet access and media literacy across China. It is in this context that this and other neologisms "continuously end up in the latest years' charts of most popular words" (Bai 28, translation by the author), as vernacular Mandarin integrates words from digital media user cultures and online platforms. Similar comparative analyses also recognise that "words move faster than culture" (Huang 15, translation by the author), and that it is now young Chinese digital media users who negotiate their understanding of meng, regardless of the implications of the Japanese moe culture and its aesthetic canons (16). According to Huang, this process indicates on the one hand the openness and curiosity of Chinese youth for Japanese culture, and on the other "the 'borrowist' tendency of the language of Internet culture" (18). It is precisely the speed and the carefree ‘borrowist’ attitude with which these terms are adopted, negotiated and transformed across online platforms which makes it questionable to inscribe them in the classic relationship of generational resistance such as the one that Moore proposes in his treatment of ku, the Chinese word for 'cool' described as the "verbal icon of a youth rebellion that promises to transform some of the older generation's most enduring cultural values" (357). As argued in the following section, meng is definitely not the evolutionary winner in a neo-Darwinian lexical competition between Chinese words, nor occupies a clear role in the semantics of cuteness, nor is it simply deployed as an iconic and rebellious signifier against the cultural values of a previous generation. Rather, after reaching Chinese digital media audiences along the "global wink of pink globalization" (Yano 684) of Japanese animation, comics, movies and videogames, this specific subcultural term diffracts along the vectors of the local media ecology. Specialised communities of translators, larger audiences of Japanese animation streaming websites, larger populations of digital media users and ultimately the public at large all negotiate meng’s meaning and usage in their everyday interactions, while the term quickly becomes just another "word popular on the Internet” listed in end-of-the-year charts, ready to be appropriated by marketing as a local wink to Chinese youth culture. Fig. 3: Baidu image search for 萌 (meng), as of 28 February 2014: the term ‘cute’ elicits neotenic puppies, babies, young girls, teen models, and eroticised Japanese comic characters. Screenshot by the author Everything Meng: Localising and Appropriating CutenessIn the few years since it entered the Chinese vernacular, first as a specialised term adopted by dongman fans and then as a general exclamation for "cute!", meng has been repurposed and adapted to local usages in many different ways, starting from its syntactic function: while in Japanese moe is usually a verb (the action of arousing feelings of passion in the cultivated fan), meng is more frequently used in Chinese as an adjective (cute) and has been quickly compounded in new expressions such as maimeng (literally "to sell cuteness", to act cute), mengwu (cute thing), mengdian (cute selling point), widening the possibilities for its actual usage beyond the specific aesthetic appreciation of female pre-teen anime characters that the word originally refers to. This generalisation of a culturally specific term to the general domain of aesthetic judgments follows local linguistic patterns: for example maimeng (to act cute) is clearly modelled on pre-existing expressions like zhuang ke'ai (acting cute) or sajiao (acting like a spoiled child) which, as Zhang & Kramarae (762) show, are common Mandarin Chinese terms to describe infantilised gender performativity. This connection between being meng and setting up a performance is confirmed by the commentative practices and negotiations around the cuteness of things: as one of my informants quipped regarding a recently popular Internet celebrity: "Some people think that he is meng. But I don't think he's meng, I think he's just posing." Hence, while Japanese moe characters belong to a specific aesthetic canon in the realm of 2D animation, the cuteness that meng indicates in Chinese refers to a much broader scope of content and interactions, in which the semantic distinctions from other descriptors of cuteness are quite blurred, and negotiated in individual use. As another informant put it, commenting on the new WeChat avatar of one of her contacts: "so meng! This is not just ke'ai, this is more ke'ai than ke'ai, it's meng!" Other informants explained meng variably as a more or less performed and faked cuteness, as regular non-specified cuteness, as a higher degree or as a different form of it, evidencing how the term is deployed in both online and offline everyday life interactions according to imitation, personal invention, context and situation, dialogic negotiations, shared literacies, and involvements in specific communities. Moreover, besides using it without the sexual overtones of its Japanese counterpart, my research participants were generally not aware of the process of cross-linguistic borrowing and specialised aesthetic meaning of meng—for most of them, it just meant 'cute', although it did so in very personal ways. These observations do not exclude, however, that meng maintains its linkages to Japanese cultural products and otaku fandom: on the same online platforms where meng was originally borrowed from the lines of fansubbed Japanese anime series, its definition continues to be discussed and compared to its original meaning. The extremely detailed entries on Mengniang Baike (MoeGirl Wiki, http://zh.moegirl.org) testify a devoted effort in collecting and rationalising the Japanese moe aesthetics for an audience of specialised Chinese zhainan (literally 'shut-in guy", the Chinese word for otaku), while Weimeng (Micro-Moe, http://www.weimoe.com) provides a microblogging platform specifically dedicated to sharing dongman content and discuss all things meng. The recent popularity of the word is not lost on the users of these more specialised online platforms, who often voice their discontent with the casual and naive appropriations of uncultured outsiders. A simple search query of the discussion board archives of AcFun, a popular zhainan culture video streaming website, reveals the taste politics at play around these vernacular terms. Here are some complaints, voiced directly by anonymous users of the board, regarding meng: "Now I really detest this meng word, day and night everywhere is meng meng meng and maimeng but do you really understand what do these words mean?" "Don't tell me, alternative people think that watching anime is fashionable; they watch it, learn some new word and use it everywhere. Last time I was playing videogames I heard a girl saying Girl: 'Do you know what does meng mean?' Guy: 'I don't know' Girl: 'You don't even know this! Meng means beautiful, lovely' Fuck your mom's cunt hearing this I wanted to punch through the screen" "Anyway these 'popular words' are all leftovers from our playing around, then a bunch of boons start using them and feel pleased of 'having caught up with fashion', hehe" Fig. 4: "Don't tell me, alternative people think that watching anime is fashionable…", anonymous post commenting on the use of meng on the AcFun message board. Screenshot by the authorConclusion: Do Signifiers Float in Media Ecologies? The choice of examining the networks traced by a slang term signifying cuteness was determined by the conviction that the "minor aesthetics" described by Ngai (812) play an important role in the social construction of taste and judgment in contemporary consumer societies. This is especially significant when discussing digital folklore as the content produced by the everyday interactions of users and digital media: cuteness and the negotiations around its deployment are in fact important features of the repertoires of user-generated content shared and consumed on online platforms. In the case of this essay, the strange collective included green sprouts, textbook illustrations, cats, Japanese anime characters, selfies, and Coke bottle label designs. Summing up the overview of the word meng presented above, and attempting a critical response to Ngai's linkage of the minor aesthetics of cuteness to national contexts which make them "ideologically meaningful" (819), I suggest the recuperation of Lévi-Strauss’ concept of floating signifier as developed in his analysis of Melanesians’ fuzzy notion of mana. This theoretical choice comes almost naturally when dealing with pervasive terms: as Holbraad explains, “part of the original attraction of mana-terms to anthropologists was their peculiarly double universality – their semantic breadth (‘mana is everywhere’, said the native) coupled with their geographical diffusion (‘mana-terms are everywhere’, replied the anthropologist)” (189). Meng seems to be everywhere in China as both a term (in everyday, online and offline interactions) and as cuteness (in popular culture and media), thus making it an apparently perfect candidate for the role of floating signifier. Lévi-Strauss deployed Mauss’ concept as a reinforcement of his structuralist conception of meaning against a surfeit of signifiers (Holbraad 196-197), "a symbol in its pure state, therefore liable to take on any symbolic content whatever [...] a zero symbolic value […] a sign marking the necessity of a supplementary symbolic content over and above that which the signified already contains" (Lévi-Strauss 63-64). Moore’s framing of the Chinese ku and the American cool as “basic slang terms” (360) follows the same structuralist logic: extremely pervasive terms lose in meaning and specificity what they gain in supplementary symbolic content (in his case, generational distinction). Yet, as shown through the examples presented in the essay, meng does in no case reach a zero symbolic value—rather, it is “signifier and signified (and more)” (Holbraad 197), meaning different kinds of cuteness and aesthetic judgement across more or less specialised usages, situated contexts, individual understandings and dialogic negotiations. This oversimplified rebuttal to Lévi-Strauss' concept is my attempt to counter several arguments that I believe to be grounded in the structuralist theorisation of series of signifiers and signified: the linkage between aesthetic categories and national contexts (Ngai); the correlation between language and cultural practices or aesthetics (Yano); the semantic analyses of slang terms (Moore, Bai); the memetic explanations of digital folklore (Liu). As briefly illustrated, meng’s popularity does not necessarily convey a specific Japanese aesthetic culture, nor does its adaptation mirror a peculiarly Chinese one; the term does not necessarily define a different form of cuteness, nor does it confront generational values. It could be more useful to conceptualise meng, and other elements of digital folklore, as what Latour calls quasi-objects, strange hybrids existing in different versions and variations across different domains. Understood in this way, meng traces a network leading to: the specialised knowledge of fansubbing communities, the large audiences of video streaming websites, the echo chambers of social networking platforms and participatory media, and the ebbs and flows of popular culture consumption. To conclude, I agree with Yano that "it remains useful for Asia analysts to observe these ebbs and flows as they intersect with political frameworks, economic trends, and cultural values" (687-88). Meng, as scores of other Chinese slang terms that crowd the yearly charts of ‘words popular on the Internet’ might not be here to stay. But digital folklore is, as long as there will be users interacting and negotiating the minor aesthetics of their everyday life on online platforms. The general theoretical aim of this brief discussion of one vernacular term is evidencing how the very idea of a "Internet culture", when understood through the concepts of media ecology, online vernaculars and quasi-objects becomes hard to grasp through simple surveying, encyclopaedic compilations, statistical analyses or linguistic mapping. Even in a brief contextualisation of one simple slang term, what is revealed is in fact a lively bundle of practices: the cross-linguistic borrowing of a specialised aesthetic, its definition on crowdsourced wikis and anonymous discussion boards, the dialogic negotiations regarding its actual usage in situated contexts of everyday life, and the sectorial dynamics of distinction and taste. Yet, meng just means 'cute'.ReferencesAllison, Anne. “Portable Monsters and Commodity Cuteness: Pokémon as Japan’s New Global Power.” Postcolonial Studies 6.3 (2003): 381–95. Azuma, Hiroki. Otaku: Japan's Database Animals. Minneapolis: University of Minnesota, 2009. Bai, Lin. “Qianxi Wangluo Liuxingyu - Meng [A Brief Analysis of a Popular Internet Term - Meng].” Wuyi Xueyuan Xuebao 31.3 (2012): 28–30. Burdelski, Matthew, and Koji Mitsuhashi. “‘She Thinks You’re Kawaii’: Socializing Affect, Gender, and Relationships in a Japanese Preschool.” Language in Society 39.1 (2010): 65–93. 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Yano, Christine R. “Wink on Pink: Interpreting Japanese Cute as It Grabs the Global Headlines.” The Journal of Asian Studies 68.3 (2009): 681–88. Zhang, Wei, and Cheris Kramarae. “Are Chinese Women Turning Sharp-Tongued?” Discourse & Society 23.6 (2012): 749–70.
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