Academic literature on the topic 'Video game localization'

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Journal articles on the topic "Video game localization"

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O’Hagan, Minako. "Putting Pleasure First: Localizing Japanese Video Games." TTR 22, no. 1 (October 21, 2010): 147–65. http://dx.doi.org/10.7202/044785ar.

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Since their humble beginnings, video games have undergone huge technological advances, becoming a significant global industry today and highlighting the role played by translation and localization. Despite the continuing localization activities undertaken in the industry, translation studies (TS) have not paid much attention to video games as a research domain. Drawing on the author’s previous work on the Japanese Role Playing Game (RPG) Final Fantasy titles, this paper attempts to demonstrate the ample research scope that this domain presents for TS scholars. In particular, it discusses the unique localization model used by Final Fantasy’s Japanese publisher, illustrating how the games’ new digital platform allows the (re)creation of a new gameplaying pleasure directly through the localization process itself. In this model, the original game merely sets off a chain of improvements through localization. In turn, understanding the different pleasures drawn from different localized versions of games will contribute useful insights into emerging games research.
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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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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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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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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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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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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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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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Dissertations / Theses on the topic "Video game localization"

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Wagner, Michael. "The Dark Souls of Internationalization : Video Game Developers Enter the Chinese Market." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96031.

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This thesis analyzes how the institutional environment of the Chinese market affects market entry by foreign PC video game developers. The thesis utilizes a qualitative, multiple case study of five independent PC video game developers from around the world. The results of the thesis finds that despite China’s strict rules regarding video game publishing by foreign developers, culture and language are stronger influences on market entry strategies than Chinese regulations for the PC platform. This is due to the prevalent use of Steam, not only by foreign developers, but also their Chinese partners who publish the game to bypass the approval process mandated by the State Administration of Press and Publication (SAPP). The study also finds that, despite being in a leveraged market position due to regulations, Chinese publishers provide host of services for the developer partners for a revenue share deemed within industry standards. Additionally, localization strategies are discussed by each of the cases and this thesis finds that, while a basic translation can have success in the Chinese market, utilizing native Chinese speakers has a significant impact on a game's success, regardless of the professional level of the translation. Finally, despite the notoriety of piracy in China, developers expressed indifference to the practice, however, several methods have been identified to help mitigate the activity.
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Souza, Ricardo Vinicius Ferraz de. "Tradução e videogames: uma perspectiva histórico-descritiva sobre a localização de games no Brasil." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/8/8160/tde-03122015-131933/.

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Os videogames são hoje uma das formas de entretenimento mais populares em todo o mundo. Muito desse sucesso só foi possível graças à tradução, a qual, por meio de versões localizadas para os mais diversos idiomas, contribuiu decisivamente para que os videogames alcançassem um número cada vez maior de mercados e chegassem a milhões de lares ao redor do planeta. Esta dissertação, de caráter eminentemente historiográfico, tem por objetivo examinar a relação entre a tradução/localização e os videogames desde seu início até os dias de hoje. Além disso, pretende também, por meio da análise de alguns jogos, traçar um panorama acerca de como se dá esta relação sob o contexto brasileiro, abordando as características e especificidades que a localização de games tem apresentado no Brasil ao longo do tempo. A análise desses jogos está fundamentada sob duas perspectivas: a) uma perspectiva histórica, em que se buscará situar as épocas em que foram lançados às etapas de evolução dos videogames e sua relação com a tradução/localização em cada momento; e b) uma perspectiva descritiva, em que se realizará uma análise dos aspectos acerca da tradução/localização observados nesses jogos, fundamentada sob as bases teóricas utilizadas nesta dissertação: o conceito de domesticação/estrangeirização (Venuti, 1995), a teoria funcionalista do Skopos (Vermeer, 1986) e o conceito de Gameplay Experience (Souza, R.V.F., 2014).
Video games are today one of the most important forms of entertainment worldwide. Much of this success was only made possible due to translation, which, through localized versions into various languages, contributed decisively for video games to achieve a growing number of markets and reach millions of homes across the globe. This dissertation, of an eminently historiographical nature, aims to examine the relation between translation/localization and video games from their beginning until the present day. Furthermore, it also intends, through the analyses of a number of games, to provide an overview on how this relation works under the Brazilian context, addressing the characteristics and specificities that video game localization has been showing over time. The analysis of such games is founded upon two perspectives:a) a historical perspective, which will seek to situate the times when they were released to the stages of evolution of video games and their relation with translation/localization in each moment; and b) a descriptive perspective, which will undertake an analysis of translation/localization aspects observed in such games, founded upon the theorical basis utilized in this dissertation: the concept of domestication/foreignization (Venuti, 1995), the functionalist Skopos theory (Vermeer, 1986) and the concept of Gameplay Experience (Souza, R. V. F., 2014).
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Qian, Wuqian. "The dissemination and localization of anime in China : Case study on the Chinese mobile video game Onmyoji." Thesis, Stockholms universitet, Institutionen för Asien-, Mellanöstern- och Turkietstudier, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-158768.

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Blokker, Chantal, and Florent Schmidt. "Censorship as Part of Localization : Practice and Perception of Regional Changes in Japanese and Western Video Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413713.

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Regular online outrage about changed content in regional editions of video games has brought our attention to the concepts of censorship and localization. Game Rating Systems have their fair share of critics among those debating the details of localized content and prove to be in a peculiar position between developers and the end-user. The current state of the industry shows that alterations are made to regional versions of a game, especially with regards to sensitive topics such as violence, nudity, and sexualization. A survey to gauge end-users’ perception on these topics has been spread amongst residents of Japan and Western regions. Japanese respondents show to be more accepting of legislation surrounding video games whereas Western respondents tend to display a severe dislike for any sort of legislation, and often see not only censorship, but also localization in a negative context. Censorship, self-censorship, and localization are complicated and nuanced topics that turn out to be complexly intertwined with the practice of game production.
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Arzani, Caterina. "La traduzione che non c’è. Torment: Tides of Numenera." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/17216/.

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

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

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Wong, Chi-hang, and 王志恆. "The localization of Japanese video games in Taiwan." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2013. http://hdl.handle.net/10722/197549.

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The aim of this research lies in the study of how Japanese console videos games have been re-territorialized into Taiwan in Taiwanese context. Since making its debut in 1970s, video game industry has developed into a multi-billion dollar business in which Japanese console and game developers have been the pioneers. Academic studies on video games, however, had been largely focusing on the physical and mental affection of video game playing, and it is until recent years that video game has begun to be analyzed as a cultural product. Looking to fill the research space of how video games have been consumed and received under different geographical and social contexts, this research examine show Taiwanese, the former colonial subjects of Japan, localize Japanese console video games through measures during the process of production, re-production, circulation, and consumption in the context of Taiwanese society. Attention has been particularly paid to Taipei City Mall, where gamer gatherings of a Japanese video game had been regularly held. Through intensive participatory observation on the gathering and in-depth case studies on a few selected personalities, the author will show how a Japanese cultural good is being re-territorialized under an alien social context. The thesis then argues a new paradigm, in which the individual desire is considered as equally important with other mediation factors, should be adopted in conceptualizing the migration of a cultural good.
published_or_final_version
Modern Languages and Cultures
Doctoral
Doctor of Philosophy
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Pelletier-Gagnon, Jérémie. "Video games and Japaneseness: an analysis of localization and circulation of Japanese video games in North America." Thesis, McGill University, 2011. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=104849.

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Since the release of the Nintendo Entertainment System in the 1980s, the video game industry has transformed itself to become very dependent of the transnational circulation and localization of its products. In this thesis, I take a look at this current trend of video game's transnationalization, analyze its processes and components as well as uncover its impact on both games and gamers. Through the analysis of video game localized both by the industry and by amateur translation groups, this thesis investigates how transnational circulation of Japanese video games from Japan to North America influences the definition of Japaneseness in this media as well as a binary and culturally determined interpretation of the video game global culture of circulation. This work focuses on the dynamics that drive different localization processes from both the industry and fan communities. It also sets to explore the conflicts that occur when certain translated titles do not blend in their new media environment or are rejected by certain fan communities. This thesis demonstrates that both those localization processes and reception conflicts shape the video game culture of circulation in a binary fashion, opposing notions of Japanese and Western video games. This thesis concludes by stating what is at stake in video game localization processes as well by explaning the risks entailed by relying to much on such as culturally determined interpretation of the media.
Depuis la mise en marché de la Nintendo Entertainment System en 1980, l'industrie du jeu vidéo s'est transformée pour devenir très dépendante de la localisation et de la circulation transnationale de ses produits. Dans ce mémoire, je porte un regard sur cette tendance actuelle de transnationalisation en analysant les processus et les éléments qui les composent tout en mettant à jour ses impacts à la fois sur les jeux et les joueurs. À travers l'analyse de produits localisés à la fois par l'industrie et par des groupes de traduction amateurs, cette étude porte sur la façon dont la circulation de jeux vidéo japonais en Amérique du Nord influence la définition de la notion de Japonité dans ce média ainsi qu'un perspective binaire de la culture de circulation du jeu vidéo définie par rapport à la culture de la provenance d'un produit. Ce travail fait la lumière sur les différentes dynamiques régissant la localisation de jeux vidéo à la fois dans l'industrie et dans certaines communautées de fan. Il explore aussi les formes de conflicts engendrés par l'importation de certains titres lorsqu'ils ne s'intègrent pas facilement à leur nouvel environment médiatique ou lorsqu'ils sont rejeté par certain communautées de fans. Cette thèse démontre que ces processus de localisation et les conflits entourant la réception de jeux vidéo localisés façonne la culture de circulation du media de façon binaire, opposant les notions de jeux vidéo Japonais et Occidentaux. Ce mémoire se conclu par une présentation des enjeux qui sont au coeur des différents processus de localisation de jeux vidéo ainsi que par une présentation des risques encourus lorsque notre négociation avec le media se repose trop sur une telle interprétation déterminée par l'origine culturelle des produits.
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Кравченко, В. В. "Перекладацькі особливості локалізації англомовних відеоігор (на матеріалі серії ігор “Subnautica”)." Master's thesis, Сумський державний університет, 2021. https://essuir.sumdu.edu.ua/handle/123456789/86593.

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Тема: Перекладацькі особливості локалізації англомовних відеоігор (на матеріалі серії ігор “Subnautica”). Мета: визначення та аналіз основних стратегій для подолання перекладацьких труднощів локалізації відеоігор з англійської мови українською. Теоретичне значення: результати концептуального аналізу допоможуть краще зрозуміти функціонування текстів у відеоіграх та особливості їх перекладу. Магістерська робота присвячена аналізу перекладацьких аспектів локалізації відеоігор. Розглянуто історичні чинники виникнення локалізації та її зв’язок з перекладом. Визначено основні особливості відеоігрового дискурсу, види внутрішньоігрових текстів та cкладові локалізації відеоігор. У межах дослідження проведено перекладацький аналіз української локалізації серії ігор “Subnautica”. До основних труднощів віднесено переклад безеквівалентної лексики, передачу експресивності та інформативності у внутрішньоігрових текстах, а також технічно зумовлені складнощі. Запропоновано стратегії їх подолання. На основі аналізу було сформовано перелік компетентностей, якими має володіти фахівець у цій сфері. Створено комплекс вправ для навчання локалізації відеоігор студентів-перекладачів.
Тема: Переводческие особенности локализации англоязычных видеоигр (на материале серии игр “Subnautica”). Цель: определение и анализ основных стратегий для преодоления трудностей локализации видеоигр c английского языка на украинский. Теоретическое значение: результаты концептуального анализа помогут лучше понять функционирование текстов в видеоиграх и особенности их перевода. Магистерская работа посвящена анализу переводческих аспектов локализации видеоигр. Рассмотрены исторические факторы становления локализации и ее связь с переводом. Определены основные особенности видеоигрового дискурса, виды внутриигровых текстов и составляющие локализации видеоигр. В рамках исследования проведен переводческий анализ украинской локализации серии игр “Subnautica”. К основным трудностям отнесены перевод безэквивалентной лексики, передача экспрессивности и информативности во внутриигровых текстах, а также технически обусловленные сложности. Предложены стратегии их преодоления. На основе анализа был сформирован перечень компетентностей, которым должен владеть специалист в этой сфере. Создан комплекс упражнений для обучения локализации видеоигр студентов-переводчиков.
Title: Translation and Localization Features of English Video Games (based on the Subnautica franchise) Goal: to define and analyze the main strategies for solving translation difficulties in video game localization from English to Ukrainian. Theoretical meaning: the results of the conceptual analysis will help to understand the functions of video game texts and the features of translating them better. The master’s thesis deals with the translation and localization features of video games. The historical background of localization and its connection to the translation is studied. Main features of video game discourse, types of in-game texts, and assets in video game localization are distinguished. Within the research, the translation analysis of Ukrainian localization of the Subnautica game series was carried out. The main translation difficulties include the translation of equivalent-lacking words and different types of in-game texts as well as technical difficulties. The strategies for solving them are suggested. The competencies for specialists in this field were put forward based on the analysis. A set of exercises for teaching video game localization to translation students was created.
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Books on the topic "Video game localization"

1

Mejías-Climent, Laura. Enhancing Video Game Localization Through Dubbing. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88292-1.

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Playing smarter in a digital world: The LearningWorks for kids model for using popular video games and apps to teach executive functions. Plantation, Florida: Specialty Press/A.D.D. Warehouse, 2014.

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Game localization : translating for the global digital entertainment industry. John Benjamins Publishing Company, 2013.

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Book chapters on the topic "Video game localization"

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Zhang, Xiaochun. "Video game localization." In The Routledge Handbook of Translation and Media, 369–83. London: Routledge, 2021. http://dx.doi.org/10.4324/9781003221678-27.

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Mejías-Climent, Laura. "Game Localization: Stages and Particularities." In Enhancing Video Game Localization Through Dubbing, 79–116. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88292-1_3.

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Mejías-Climent, Laura. "Dubbing in Video Games." In Enhancing Video Game Localization Through Dubbing, 117–61. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88292-1_4.

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Mandiberg, Stephen. "Video Games Have Never Been Global: Resituating Video Game Localization History." In Game History and the Local, 177–98. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-66422-0_10.

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Mejías-Climent, Laura. "Video Games as Modern Multimodal Products." In Enhancing Video Game Localization Through Dubbing, 1–42. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88292-1_1.

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Mejías-Climent, Laura. "The History of Localization and Dubbing in Video Games." In Enhancing Video Game Localization Through Dubbing, 43–77. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88292-1_2.

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Mejías-Climent, Laura. "Dubbing Analysis Through Game Situations: Four Case Studies." In Enhancing Video Game Localization Through Dubbing, 163–221. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88292-1_5.

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Mejías-Climent, Laura. "Conclusion." In Enhancing Video Game Localization Through Dubbing, 223–33. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88292-1_6.

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Pettini, Silvia. "Culture-Specificity in Video Games." In The Translation of Realia and Irrealia in Game Localization, 59–101. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003001935-3.

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Berger, Ross. "Keeping Localization in Mind." In Professional Techniques for Video Game Writing, 153–64. CRC Press, 2020. http://dx.doi.org/10.1201/9780429196539-12.

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Conference papers on the topic "Video game localization"

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Seljan, Sanja, and Josip Katalinić. "Integrating localization into a video game." In INFuture2017: Integrating ICT in Society. Department of Information and Communication Sciences, Faculty of Humanities and Social Sciences, University of Zagreb, Croatia, 2017. http://dx.doi.org/10.17234/infuture.2017.6.

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Gresse, Adrien, Mickael Rouvier, Richard Dufour, Vincent Labatut, and Jean-François Bonastre. "Acoustic Pairing of Original and Dubbed Voices in the Context of Video Game Localization." In Interspeech 2017. ISCA: ISCA, 2017. http://dx.doi.org/10.21437/interspeech.2017-1311.

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Chen, Mingxi, and Shuying Wu. "Construction and Application of English-Chinese Bilingual Corpus Based on Localization Requirements: A Case Study of Miniature Video Game Corpus." In 2018 3rd International Conference on Humanities Science, Management and Education Technology (HSMET 2018). Paris, France: Atlantis Press, 2018. http://dx.doi.org/10.2991/hsmet-18.2018.156.

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Tian, Yanqiu, Alexander G. Minton, Howe Yuan Zhu, Gina Notaro, Raquel Galvan, Yu-Kai Wang, Hsiang-Ting Chen, James Allen, Matthias D. Ziegler, and Chin-Teng Lin. "A Comparison of Common Video Game versus Real-World Heads-Up-Display Designs for the Purpose of Target Localization and Identification." In 2021 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 2021. http://dx.doi.org/10.1109/ismar-adjunct54149.2021.00054.

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