Academic literature on the topic 'Video game localization'
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Journal articles on the topic "Video game localization"
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.
Full textMahasneh, 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.
Full textCasado 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.
Full textNawrocka, 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.
Full textEsqueda, 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.
Full textSf. 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.
Full textPurnama, 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.
Full textPurnama, 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.
Full textPettini, 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.
Full textMangiron, 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.
Full textDissertations / Theses on the topic "Video game localization"
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.
Full textSouza, 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/.
Full textVideo 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).
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.
Full textBlokker, 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.
Full textArzani, 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/.
Full textAmorino, 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/.
Full textDong, 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.
Full textWong, 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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Modern Languages and Cultures
Doctoral
Doctor of Philosophy
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.
Full textDepuis 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.
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.
Full textТема: 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.
Books on the topic "Video game localization"
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.
Full textPlaying 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.
Find full textGame localization : translating for the global digital entertainment industry. John Benjamins Publishing Company, 2013.
Find full textBook chapters on the topic "Video game localization"
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.
Full textMejías-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.
Full textMejías-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.
Full textMandiberg, 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.
Full textMejías-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.
Full textMejías-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.
Full textMejías-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.
Full textMejías-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.
Full textPettini, 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.
Full textBerger, 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.
Full textConference papers on the topic "Video game localization"
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.
Full textGresse, 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.
Full textChen, 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.
Full textTian, 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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