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1

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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9

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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10

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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11

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

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Quando os primeiros videogames apareceram na década de 1950, eles se apresentaram como uma tecnologia de grande potencial e com um futuro promissor. O que muitos não esperavam é que, cerca de meio século depois, o videogame se tornaria uma indústria multibilionária, rivalizando com outras indústrias importantes do mundo do entretenimento em termos de faturamento e popularidade, tais como as indústrias do cinema e da música. Com a crescente expansão do setor, aliada à necessidade de internacionalizar seus jogos, muitas desenvolvedoras e editoras estão investindo cada vez mais em tradução e localização. Este artigo visou traçar um panorama acerca da relação entre videogames e tradução ao longo dos diferentes estágios de desenvolvimento e evolução da indústria e também abordou, por meio da análise de alguns jogos, os diferentes estágios da localização de jogos no Brasil, com todas as suas particularidades e idiossincrasias. A análise se baseou no conceito de “experiência de jogabilidade” de Mangiron e O’Hagan, além de fazer uso de outros princípios apresentados por Bernal Merino, Scholand e Dietz; também focou o desenvolvimento histórico dos videogames no Brasil e a maneira como a tradução é utilizada e exibida na tela sob o ponto de vista de um jogador de videogames.
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12

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

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13

Esqueda, Marileide Dias. "Training Translators for Video Game Localization: In Search of a Pedagogical Approach." Revista Brasileira de Linguística Aplicada 20, no. 4 (December 2020): 703–31. http://dx.doi.org/10.1590/1984-6398202016045.

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ABSTRACT Based on the assumption that video game localization inevitably has levels of collaboration among their agents, forming a collaborative continuum that involves localization managers, translators, localization coordinators, and linguistic testers, who directly or indirectly influence the game to be localized, game localization teaching can also adopt a collaborative approach, dynamically promoting experience exchanges between translation teachers and students, and other collaborators. Accordingly, this paper, conceived as a didactic proposal of qualitative and naturalistic bias (GILE, 2009; CHESTERMAN; WILLIAMS, 2002), describes possibilities for incorporating video game localization in translation teaching using a collaborative pedagogical approach (KIRALY, 2000).
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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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EPSHTEIN, OLGA V. "PROBLEMS OF TRANSLATION ADAPTATION OF ENGLISH-LANGUAGE GAMING AAA PROJECTS." Cherepovets State University Bulletin 3, no. 102 (2021): 143–53. http://dx.doi.org/10.23859/1994-0637-2021-3-102-11.

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The article examines the problems of translation adaptation when localizing high-budget AAA-class video games. The author considers the chosen specialized field as a new discursive genre, identifies verbal components of video game content, and classifies denotative, linguistic and pragmatic violations in the translation of the studied video game projects. Based on the results of the study, the solution to the problem of making an error-free translation is seen in an individual approach; the ways to improve the translation localization of the final product of gaming industry are proposed.
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Purnama, SF Lukfianka Sanjaya, and SF Luthfie Arguby Purnomo. "CLASSIFYING VIDEO GAME TRANSLATION STUDIES FROM TRANSTEXTUALITY PERSPECTIVES." LEKSEMA: Jurnal Bahasa dan Sastra 4, no. 1 (June 20, 2019): 29. http://dx.doi.org/10.22515/ljbs.v4i1.1635.

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This paper attempts to classify video game translation(VGT)studies from the perspectives of transtextuality, Genette’s term referring to the relationships a text weaves with other texts (1992). In regard to VGT studies, applying transtextuality signifies the textuality of video game and its transtextual relationship with other texts. Transtextuality is linear to the connectionist perspectives Globalization, Internationalization, Localization, and Translation (GILT) holds, a conventional concept that houses VGT, emphasizing on the intra and inter relationships between the four elements of GILT. This necessity to consider VGT as a part of GILT is the linearity to which transtextuality conforms VGT studies. Applying transtexuality, VGT studies are classified into transversality, transcreation, transfiguration, and transmediation. Transversalityreferstothestudiesaimed at applying translation theories in VGT.Transcreation refers to VGT studies that focus on cultural issues in relation to video game mechanics. Transfiguration refers to VGT studies that incorporate game studies as a response to certain VGT issues. Transmediation refers to VGT studies that focus on the influence of video game media toward the translation aspects of video games. These four classifications construct a quadrant which opens probabilities for VGT studies to depart from the combination of each element.
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Odacıoğlu, Mehmet Cem, Chek Kim Loi, Şaban Köktürk, and Nazan Müge Uysal. "The Position of Game Localization Training within Academic Translation Teaching." Journal of Language Teaching and Research 7, no. 4 (July 1, 2016): 675. http://dx.doi.org/10.17507/jltr.0704.06.

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The video game industry which originated in 1960s is now an important entertainment industry mostly thanks to the digital revolution, especially as of 2000s. In parallel, the video game industry gains today million dollars and this will be increasing more as the number of gamers enhances. Therefore, this study emphasizes the position of the game localization training within the academic translation teaching by analysing two universities’ translation courses and thus questions the availability and the position of the game localization training among the related courses. The study also touched on other universities in this regard. Before the analysis, the study offers some information about the definition of the game localization, some of its features and its reflections on the related courses. In addition, aspects such as the translation competence which would-be translators must develop and tools used in the process so as to make student translators familiar with this new type of translation and to raise their awareness are also included.
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Sharifi, Hamid. "Norms governing the localization of video games." Journal of Internationalization and Localization 3, no. 1 (August 11, 2016): 61–73. http://dx.doi.org/10.1075/jial.3.1.04sha.

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Garshasp: Temple of the Dragon (2012) is a 3D, 3rd person action-adventure hack ‘n’ slash indie game developed by Dead Mage for English gamers and Fanafzar Sharif for local use. It was one of the early Persian forerunners to be majorly localized and distributed throughout the English community. It takes a mythology that westerners are probably not familiar with and presents it in a third person action setting that most audiences can understand (MetaCritic 2012). This and more is what Garshasp offers from its home country demonstrated through its lovely art design, pompous music, and a great narrator (GameSpot 2012). The present research investigates the norms governing the ‘language’ of Garshasp: Temple of the Dragon; a prequel to its 2011 Garshasp: The Monster Slayer. Toury (1978/2000) proposed various categories of norms among which ‘initial norms’ is our concern. These norms represents the side translators subject themselves to; source (adequacy) or target (acceptability). In other words, the initial norm refers to “the translator’s (conscious or unconscious) choice as to the main objective of his translation, the objective which governs all decisions made during the translation process” (van Leuven- Zwart 1989, 154). Van Leuven-Zwart (1989) also contents that, as is the case with most other norms, the initial norm is not directly observable, but may be inferred by identifying the shifts contained in target text. Using Toury’s categorization (1978/2000) and a modified Vinay and Darbelnet’s model (1958/1995), we found that the language of the video game under study tends to be more acceptable than adequate.
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19

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

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Broadly interested in the agents and institutions that structure social imaginations and subjectivities by mediating which images are available to what audiences to imagine through, this paper specifically considers the power at play when intermediaries—in this case, video game localizers—filter the images and narratives that are sold and marketed to global consumers, and the way these mediating processes in turn are both produced by, and productive of, (cultural) imaginings. This paper also discusses the way that localization practices—while often framed by a discourse that positions cultural differences as both incommensurable and easily and discretely bounded by the borders of nation-states—typically involve a nuanced negotiation of contradictions, dilemmas and interests.
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Anisimova, A. T. "Phenomenon of computer game in translation discourse." Scientific bulletin of the Southern Institute of Management, no. 2 (August 2, 2018): 82–86. http://dx.doi.org/10.31775/2305-3100-2018-2-82-86.

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The article introduces a phenomenon of computer game as an emerging field in translation studies. The development and expanding of the world industry of interactive entertainment demands a proficient video games translation of high quality as the international market of video products is dominated by American and Japanese producers. The author discusses the issues of videogames translation in the concept field of localization as a videogames is not only an audiovisual product but a software product. The concept of translation and translator’s competence is about to leave the traditional equivalency paradigm and needs the application of other dimensions. The article discusses the genre classification of videogames, characteristics and difficulties of RPG translation, various simulators translation. The author analyses the most popular translation strategies used by the modern translators of multimedia products: foreignization – keeping a “foreign flavor” of the text; domestication – texts adaptation to the particular features and standards of the target culture; no translation strategy – leaving the original titles, names, culture references without translation. The dominant translation strategy influences the localization strategy and others.
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Koscelníková, Mária. "The localization of video games into less widely spoken languages that share a common history." Journal of Internationalization and Localization 8, no. 1 (September 13, 2021): 1–25. http://dx.doi.org/10.1075/jial.20013.kos.

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Abstract Even though video games are highly popular, localization into Slovak is rather rare and the language struggles to maintain a presence in the video game industry. This is partly because Slovak is a less widely spoken language, and also because it is mutually intelligible with the more dominant Czech language, having a common history. Our paper examines the Slovak-Czech parallels in the respective language-, audiovisual- and multimedia- related legislation as well as market practices. A similar comparative analysis is conducted with other less widely spoken European languages, namely Serbian, Croatian and Slovenian. Our results show that among the examined languages, Czech is by far in the strongest position as a supported language in video games on various platforms whereas Slovak, Serbian, Croatian and Slovenian are hardly present. We hope that the results of our research will stimulate the discussion on this issue.
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Mitchell, Peter J., Roman D. Lopatin, and Egor V. Trusov. "Teaching Russian-English translation with computer games." Tambov University Review. Series: Humanities, no. 193 (2021): 7–14. http://dx.doi.org/10.20310/1810-0201-2021-26-193-7-14.

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Nowadays, computer games occupy a large share of the entertainment industry market: according to data for 2019, the market volume was $ 152.1 billion (for comparison, the market volume in 2018 was $ 137.9 billion). The growing popularity of the industry led to the inclusion of computer games in 2005 on the UNESCO World Heritage List, and in 2003 – to the establishment of a video game award by the British Academy of Film and Television Arts. Computer games are increasingly penetrating our lives, and thus follows the language of “gamers”, exerting an increas-ing influence on the normative language. Computer games are a vast topic for research and study, especially in terms of language and teaching. Teaching translation in the modern world should in-clude a comprehensive preparation of future specialists for work. In the current education system of the Russian Federation, there is no professional training of translators for the localization of computer games, therefore, translators who wish to work in this area need to undergo additional training outside the higher education system. This brings to the fore the issue of needing to identify the features of the translation process and localization of computer games in order to improve the quality of teaching translation. We consider the features of translation and localization from English into Russian based on the texts of the computer game “The Witcher 3: Wild Hunt”.
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Jagosz, Anna. "Diferencias en el marco estilístico entre las localizaciones polaca, española e inglesa del videojuego „The Witcher III”, y relación con la obra de Andrzej Sapkowski." Estudios Hispánicos 24 (March 31, 2017): 77–91. http://dx.doi.org/10.19195/2084-2546.24.6.

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Differences in the stylistic framework between the Polish, Spanish and English locations of the video game The Witcher 3, and relation to the work of Andrzej Sapkowski on which it is basedThe presented article approaches the concept of game localization, by comparing three language versions — Polish, English and Spanish — of the critically acclaimed game: The Witcher 3: Wild Hunt. It focuses on stylistic relations between some of the game’s text assets and their literary source material, as the game is based on a fantasy series by a Polish writer Andrzej Sapkowski. Firstly, it presents a brief characteristic of the localization process and its different models which were applied in this particular case and then it focuses on the distinguishing marks of the author’s writing style. Thereafter, it is illustrated with examples how the three linguistic versions of the game transfer the distinguished linguistic features in order to conclude which one of the language versions and localization models can be considered more suitable for preserving the source material style.
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Muñoz Sánchez, Pablo, and Rafael López Sánchez. "The ins and outs of the video game localization process for mobile devices." Tradumàtica: tecnologies de la traducció, no. 14 (December 31, 2016): 16. http://dx.doi.org/10.5565/rev/tradumatica.182.

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Purnomo, SF Luthfie Arguby, SF Lukfianka Sanjaya Purnama, Lilik Untari, Arynaa Azzahra, and Nadya Octaviana Pramana Putri. "Proposing a Typology of Ludification as a Translation Technique for PC, Console, Mobile and Online Games." Langkawi: Journal of The Association for Arabic and English 7, no. 1 (June 27, 2021): 25. http://dx.doi.org/10.31332/lkw.v7i1.2338.

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Translation technique typology indicates a lack of specific technique to evoke playful nuance – ludification. We argue that ludification might also serve as a translation technique in video game translation context. This research attempts to prove the presence of ludification translation technique. To do so, we analyzed nine PC, console, mobile, and online games from various genres and developers under the umbrella of qualitative design. The theories of lability and merrines by Huizinga, ludification of digital media by de Lange et al, and skopos by Reiss and Vermeer were applied in the analysis. The findings reveal that ludification as a translation technique is existent. This type of translation technique is made possible due to the carte blanche of video game translators. The findings also indicate that ludification as a translation technique has a distinctive typology, making it different from the other translation techniques. First, it breaks translation rules and standards to generate contextual merriness. Second, it has explanative and expressive functions. Third, it has subtypes, namely emojization, referencing, and para-localization. This study implies that the scholars of translation studies might apply this typology not only on game translation context but also audiovisual context like subtitling especially fansub, where carte blanche and creativity are required to deal with the space restriction.
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Newman, Jacob, Jian-Wei Lin, Dah-Jye Lee, and Jen-Jui Liu. "Automatic Annotation of American Football Video Footage for Game Strategy Analysis." Electronic Imaging 2021, no. 6 (January 18, 2021): 303–1. http://dx.doi.org/10.2352/issn.2470-1173.2021.6.iriacv-303.

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Annotation and analysis of sports videos is a challenging task that, once accomplished, could provide various benefits to coaches, players, and spectators. In particular, American Football could benefit from such a system to provide assistance in statistics and game strategy analysis. Manual analysis of recorded American football game videos is a tedious and inefficient process. In this paper, as a first step to further our research for this unique application, we focus on locating and labeling individual football players from a single overhead image of a football play immediately before the play begins. A pre-trained deep learning network is used to detect and locate the players in the image. A ResNet is used to label the individual players based on their corresponding player position or formation. Our player detection and labeling algorithms obtain greater than 90% accuracy, especially for those skill positions on offense (Quarterback, Running Back, and Wide Receiver) and defense (Cornerback and Safety). Results from our preliminary studies on player detection, localization, and labeling prove the feasibility of building a complete American football strategy analysis system using artificial intelligence.
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Pilon, Sylvianne, and Diane-Gabrielle Tremblay. "The Geography of Clusters: The Case of the Video Games Clusters in Montreal and in Los Angeles." Urban Studies Research 2013 (August 13, 2013): 1–9. http://dx.doi.org/10.1155/2013/957630.

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The aim of our research was to examine how clusters appear and develop in the video game sector. We thus did a comparative study of the video games cluster in Montreal and Los Angeles. This paper shows that concentration of human creativity in arts and in technology is a significant economic localization factor, but cross-fertilization of sectors and public policy also contributes to the understanding of the emergence of clusters in certain urban regions. Thus, political and industrial factors offer an explanation as to why clusters emerge and how they evolve, going beyond the purely geographic or economic factors. In LA as in Montreal, the cross-fertilization with film is important. However, in Montreal, it is the public policy contributing to financing jobs in the Multimedia City and the French language that brought Ubisoft to the city; this contributed to make the city well known in the field, creating a “brand” for the city and thus fuelling the cluster development.
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Mulimani, neshwari, and Aziz Makandar. "Sports Video Annotation and Multi- Target Tracking using Extended Gaussian Mixture model." International Journal of Recent Technology and Engineering 10, no. 1 (May 30, 2021): 1–6. http://dx.doi.org/10.35940/ijrte.a5589.0510121.

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Video offers solutions to many of the traditional problems with coach, trainer, commenter, umpires and other security issues of modern team games. This paper presents a novel framework to perform player identification and tracking technique for the sports (Kabaddi) with extending the implementation towards the event handling process which expands the game analysis of the third umpire assessment. In the proposed methodology, video preprocessing has done with Kalman Filtering (KF) technique. Extended Gaussian Mixture Model (EGMM) implemented to detect the object occlusions and player labeling. Morphological operations have given the more genuine results on player detection on the spatial domain by applying the silhouette spot model. Team localization and player tracking has done with Robust Color Table (RCT) model generation to classify each team members. Hough Grid Transformation (HGT) and Region of Interest (RoI) method has applied for background annotation process. Through which each court line tracing and labeling in the half of the court with respect to their state-of-art for foremost event handling process is performed. Extensive experiments have been conducted on real time video samples to meet out the all the challenging aspects. Proposed algorithm tested on both Self Developed Video (SDV) data and Real Time Video (RTV) with dynamic background for the greater tracking accuracy and performance measures in the different state of video samples.
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Maziarz, Piotr, and Debora Onik. "Cultural Barriers in Equivalence - The English Localization of the Video Game Wiedźmin 3: Dziki Gon." Explorations: A Journal of Language and Literature 7, no. 2019 (December 15, 2019): 45–57. http://dx.doi.org/10.25167/exp13.19.7.6.

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de Pedro Ricoy, Raquel. "Internationalization vs. Localization: The Translation of Videogame Advertising." Meta 52, no. 2 (August 2, 2007): 260–75. http://dx.doi.org/10.7202/016069ar.

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Abstract A study of the translation of advertising material cannot be restricted to the analysis of language transfer, as the effectiveness of advertisements is contingent upon the successful linkage of (audio)visual elements, media of dissemination and written text. This paper analyses the cross-cultural dissemination of advertisements for the video-game industry, examining commercial arguments from a linguistic and cultural perspective. It is posited here that, in spite of their apparent disparity, the disciplines of translation theory and marketing interface to a large extent in the context of cross-cultural advertising. In the global marketplace, multinationals are faced with the choice to either internationalize or localize the promotion of their products, an issue that mirrors the long-standing debate on naturalising (or domesticating) vs. foreignizing translation strategies. The conclusion reached is that the cross-cultural dissemination of advertising material is best served by adopting an instrumental approach to translation, as described by Nord (1989).
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Sarıgül-Jonathan Maurice Ross, Semih. "Volunteer vs. Professional Community Translation in Video Game Localization: The Case of the Steam Translation Server in Turkish." transLogos Translation Studies Journal 3/2, no. 3/2 (2020): 1–22. http://dx.doi.org/10.29228/translogos.24.

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Mauri, Antoine, Redouane Khemmar, Benoit Decoux, Madjid Haddad, and Rémi Boutteau. "Real-Time 3D Multi-Object Detection and Localization Based on Deep Learning for Road and Railway Smart Mobility." Journal of Imaging 7, no. 8 (August 12, 2021): 145. http://dx.doi.org/10.3390/jimaging7080145.

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For smart mobility, autonomous vehicles, and advanced driver-assistance systems (ADASs), perception of the environment is an important task in scene analysis and understanding. Better perception of the environment allows for enhanced decision making, which, in turn, enables very high-precision actions. To this end, we introduce in this work a new real-time deep learning approach for 3D multi-object detection for smart mobility not only on roads, but also on railways. To obtain the 3D bounding boxes of the objects, we modified a proven real-time 2D detector, YOLOv3, to predict 3D object localization, object dimensions, and object orientation. Our method has been evaluated on KITTI’s road dataset as well as on our own hybrid virtual road/rail dataset acquired from the video game Grand Theft Auto (GTA) V. The evaluation of our method on these two datasets shows good accuracy, but more importantly that it can be used in real-time conditions, in road and rail traffic environments. Through our experimental results, we also show the importance of the accuracy of prediction of the regions of interest (RoIs) used in the estimation of 3D bounding box parameters.
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Yeltsova, S., and L. Alaeva. "LOCALIZATION OF COMPUTER VIDEO GAMES." International Humanitarian University Herald. Philology 4, no. 43 (2019): 60–63. http://dx.doi.org/10.32841/2409-1154.2019.43.4.14.

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Arasawa, Komei, and Shun Hattori. "Automatic Baseball Video Tagging Based on Voice Pattern Prioritization and Recursive Model Localization." Journal of Advanced Computational Intelligence and Intelligent Informatics 21, no. 7 (November 20, 2017): 1262–79. http://dx.doi.org/10.20965/jaciii.2017.p1262.

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To enable us to select only the specific scenes that we want to watch in a baseball video and personalize its highlights sub-video, we require an Automatic Baseball Video Tagging system that can divide a baseball video into multiple sub-videos per at-bat scene automatically and append tag information relevant to at-bat scenes. Towards developing the system, the previous papers proposed several Tagging algorithms using ball-by-ball textual reports and voice recognition, and tried to refine models for baseball games. To improve its robustness, this paper proposes a novel Tagging method that utilizes multiple kinds of play-by-play comment patterns for voice recognition which represent the situation of at-bat scenes and take their “Priority” into account. In addition, to search for a voice-recognized play-by-play comment on the start/end of at-bat scenes, this paper proposes a novel modelling method called as “Local Modelling,” as well as Global Modelling used by the previous papers.
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Hnatenko, Daria, Yuliia Venher, and Tetyana Druzhyna. "THE PECULIARITIES OF TRANSLATING ENGLISH COMPUTER MULTIMEDIA VIDEO GAMES." Naukovy Visnyk of South Ukrainian National Pedagogical University named after K. D. Ushynsky: Linguistic Sciences 2020, no. 31 (December 2020): 66–83. http://dx.doi.org/10.24195/2616-5317-2020-31-5.

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The non-equivalent lexis is one of the most common problems arising while translating multimedia video games. The relevance of this study is due to the great popularity of computer video games among contemporaries of different ages and social context. This leads to the need to introduce high-quality and faithful professional translation into Ukrainian, as well as the study, analysis and further development of possible effective models for solving problems in the field of translation and localization of video games. The purpose of the study is to analyze the problems of Ukrainian translation and localization of English-language computer games for the further implementation of universal translation solutions in theoretical and applied aspects at the present stage of development of translation studies. The analysis of the computer multimedia video games translation aimed at distinguishing the prominent translation tactics has allowed to draw the following conclusions. The most common there has proved to be the tactic of the foreign language coloring preservation, realized chiefly by means of the operation of transliteration, employed to render most terms. Loan translation is most uncommon in Ukrainian translations of computer video games. The chief advantage of the translations under analysis there should be considered their lexical, grammatical and stylistic accuracy with the full rendering of the content. The most common translation strategy there turned out to be the strategy of communicative-equal translation. The result of the research will allow avoiding possible difficulties in the future and finding out the ways of their solution. This will result in the optimization of the translation quality which in its turn will cause improvement of the final product’s quality and further popularization of computer video games.
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Gacek, Damian. "Translation of Video Games in the Context of Polish Localizations." New Horizons in English Studies 4 (September 13, 2019): 185–208. http://dx.doi.org/10.17951/nh.2019.4.185-208.

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Firrao, Donato, Paolo Matteis, Giovanni M. M. Mortarino, P. Russo Spena, Giorgio Scavino, and F. D'Aiuto. "Room Temperature Plastic Flow Localization in a Mn-Alloyed Austenitic Steel." Materials Science Forum 604-605 (October 2008): 139–46. http://dx.doi.org/10.4028/www.scientific.net/msf.604-605.139.

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A fully austenitic steel containing 0.5 wt.% C and 22 wt.% Mn was recently proposed for the fabrication of automotive body structures by room-temperature sheet forming, the goal being weight reduction and better crash performance owing to its much higher yield stress and elongation (as compared to presently employed ferritic and multiphase steels). Full-thickness tensile specimens, cut from as-produced sheets, were polished and tested at different strain rates, and the macroscopic surface relief eventually induced by the plastic deformation was recorded with a video camera. Between 0.3 and 0.4 true strain, successive macroscopic deformation bands (forming about 45° angle with the tensile axis and involving the full specimen width) travel along the specimen, a new one being nucleated as the previous reaches one of the specimen heads, whereas the gage displacement vs. stress curve shows a series of steps, each corresponding to the transit of a band through the gage length, and the cross-head displacement vs. stress curve shows isolated stress peaks, each immediately preceding the nucleation of a new band. Afterwards, and up to rupture, a series of stationary deformation bands appear, most being immediately adjacent to the preceding ones, with the stress vs. strain curve showing a series of serrations with large stress drops. As the strain rate is increased from 0.0004 to 0.4 s-1, the overall flow stress slightly decreases and the mentioned plastic localization phenomena become less evident.
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NAGY, Stephen Robert. "Japanese Martial Arts as Popular Culture: Teaching Opportunity and Challenge." Asian Studies 3, no. 1 (July 24, 2015): 83–102. http://dx.doi.org/10.4312/as.2015.3.1.83-102.

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Japanese martial arts, here after Japanese budō, are popular cultural icons that are found in films, comics, video games and books. Teaching Japanese budō at university offers a novel way to teach about East Asian and in particular Japanese culture, history, and philosophy while including ideas about the globalization and the localization of culture. Question though remains as to how and what should we teach about the popular culture of Japanese budō at the university level? This paper found that a comprehensive approach to teaching about budō was effective. By using many kinds of materials and the incorporation of opportunities to experience budō and to try budō, students were better able to grasp the historical, cultural and religious characteristics of budō.
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Schumacher, Federico, Vicente Espinoza, Francisca Mardones, Rodrigo Vergara, Alberto Aránguiz, and Valentina Aguilera. "Perceptual Recognition of Sound Trajectories in Space." Computer Music Journal 45, no. 1 (2021): 39–54. http://dx.doi.org/10.1162/comj_a_00593.

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Abstract Sound spatialization is a technique used in various musical genres as well as in soundtrack production for films and video games. In this context, specialized software has been developed for the design of sound trajectories we have classified as (1) basic movements, or image schemas of spatial movement; and (2) archetypal geometric figures. Our contribution is to reach an understanding of how we perceive the movement of sound in space as a result of the interaction between an agent's or listener's sensory-motor characteristics and the morphological characteristics of the stimuli and the acoustic space where such interaction occurs. An experiment was designed involving listening to auditory stimuli and associating them with the aforementioned spatial movement categories. The results suggest that in most cases, the ability to recognize moving sound is hindered when there are no visual stimuli present. Moreover, they indicate that archetypal geometric figures are rarely perceived as such and that the perception of sound movements in space can be organized into three spatial dimensions—height, depth, and width—which the literature on sound localization also confirms.
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Fisher, Austin. "Media Across Borders: The 1st international Conference on the Localization of Film, Television and Video Games, university of roehampton, London, 8–9 June 2012." Transnational Cinemas 3, no. 2 (October 1, 2012): 245–49. http://dx.doi.org/10.1386/trac.3.2.245_7.

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41

Al-Batineh, Mohammed. "Issues in Arabic video game localization: A descriptive study." International Journal of Translation and Interpreting Research 13, no. 2 (July 26, 2021). http://dx.doi.org/10.12807/ti.113202.2021.a03.

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Because Arabic video game localization is a relatively new area of study, little in-depth research has been done on the topic within Arabic translation studies. The few articles that address video game localization in Arabic remain limited, either due to examining a single video game and its various localization issues, or examining various games but considering the transfer of their linguistic assets only. This paper aims to address the existing gaps in Arabic video game localization studies by delving into multiple video games localized into Arabic, and analysing the technical, linguistic, and cultural issues found within them. Technical issues are related to the Arabic script, video game variables, and subtitling conventions. Linguistic issues, on the other hand, include Arabic video game terminology and acronyms as well as the translation of proper names and NPCs’ titles into Arabic. Lastly, the paper discusses cultural challenges that arise when localizing video games into Arabic, such as how to navigate nudity, profanity, and alcohol. The paper concludes by calling for more research into the area of video game localization. Such research should not only flag linguistic, cultural, and technical issues but also establish a body of literature that would help practitioners and video game developers provide a more authentic, unique gaming experience for Arab gamers.
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Jooyaeian, Ehsan, and Masood Khoshsaligheh. "Translation Solutions in Professional Video Game Localization in Iran." Games and Culture, March 8, 2022, 155541202210777. http://dx.doi.org/10.1177/15554120221077726.

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Widely played all over the world, video games have led to a thriving industry whose global boom owes much to the significant contributions of audiovisual translation and game localization. The current study sheds some light on the translation solutions employed in tailoring video games into Persian to evaluate the growing field of game localization in Iran. Accordingly, four video games localized by Darinoos, the most prominent Iranian game localization company, were selected; their textual materials were extracted and compiled into a corpus of 3068 source–target pairs. The results showed Copying Structure is the most frequently used solution indicating the prominence of word-for-word translation. Cultural Correspondence, on the other hand, was revealed to have received the lowest proportion suggesting the lack of creativity and failure to transfer culture-specific language. The findings revealed several inadequacies in video game localization into Persian, which are explored within the cultural and industrial settings of Iran.
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Al-Batineh, Mohammed, and Razan Alawneh. "Translation hacking in Arabic video game localization." Translation Spaces, September 2, 2021. http://dx.doi.org/10.1075/ts.20051.alb.

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Abstract The present article discusses the notion of translation hacking and attempts to chart the history of this practice in the Arabic context. It also discusses the current practices of translation hacking by examining the work of a well-organized online community of Arab translation hackers called Games in Arabic (GiA). To this end, the study adopts two methods for data collection. First, semi-structured interviews were conducted with the first translation hackers in the Arab world in order to document the history of this practice. Second, a cyberethnographic approach was adopted to collect qualitative data related to GiA, including their translation hacking practices and the technologies used to facilitate their collaborative work. Subsequently, this article attempts to reveal the roles played by the different GiA community members in executing their projects and how they control for quality in their work. Ultimately, the article attempts to provide insights into the practice of Arabic game localization performed by amateur translators, hackers, and gamers, in the hope of adding to current professional and pedagogical practices in Arabic game localization.
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Šiaučiūnė, Vaida, and Vilmantė Liubinienė. "Video Game Localization: the Analysis of In-Game Texts." Studies About Languages, no. 19 (December 12, 2011). http://dx.doi.org/10.5755/j01.sal.0.19.945.

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Peng, Wenqing. "Video game localization as homecoming in Total War: Three Kingdoms." Translator, June 2, 2021, 1–17. http://dx.doi.org/10.1080/13556509.2021.1923262.

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46

Glasspool, Lucy Hannah. "Simulation and database society in Japanese role-playing game fandoms: Reading boys' love dōjinshi online." Transformative Works and Cultures 12 (April 11, 2012). http://dx.doi.org/10.3983/twc.2013.0433.

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Japanese video games have been characterized as typifying contemporary postmodernity in the form of simulacra, both as a media form and in terms of their extensive localization for international markets, which creates user fantasies of Japaneseness that are not linked to an authentic or original Japan. These simulations are reappropriated by fans to create new content, in this case boys' love dōjinshi, which are in turn disseminated and consumed in an English-speaking online context. Fantasy role-playing video games, which often privilege heteronormativity and binary gender norms in their goals, narratives, and aesthetics, are among the most popular texts reimagined in this way. This study considers the concepts of simulation and database societies through an examination of the ways in which artificial contours of Japaneseness are constructed in the role-playing game series Final Fantasy VII's boys' love dōjinshi fandoms, how far these fan texts develop possibilities for the deconstruction of heteronormativity, and how transnational digitized consumption methods facilitate the intersection of these phenomena.
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Podskrebko, Oleksandr, and Nadiia Ivanchenko. "ANALYSIS OF THE DIGITAL VIDEO GAMES MARKET AND ITS IMPACT ON THE ECONOMY." Economic scope, 2021. http://dx.doi.org/10.32782/2224-6282/175-24.

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This article examines the gaming industry as one of the important niches that occupies one of the most important places in the world economy. The world's game publishers outperform some established corporations in economic potential, and even compete with business giants. It is noted that the gaming sector of the economy is associated with the production, promotion and sale of computer games and consists of a large number of specialties that employ people around the world. It is determined that the gaming industry is associated with the development of new technologies, namely the development of CPUs and other components of digital devices, which in turn serves as a powerful development of the economy. The article analyzes the clas-sification of games by access conditions and gives examples. The main players in the gaming industry market in Ukraine and the world in terms of gross turnover for 2019 have been identified. The value chain of the gaming industry is considered as six interrelated levels. The largest consumers of video games are countries such as the United States, China, Japan, where profits from the video game market significantly affect the state of the economy. An analysis of a number of problems faced by the gam-ing industry in Ukraine: game publishing, underdeveloped domestic gaming IT market, the outflow of highly qualified personnel abroad, piracy, there is no targeted legislation that would be related to publishing. The state does not regulate the publishing process and the localization of foreign innovations, although the gaming industry is a profitable business. The category of mobile games is quite developed in Ukraine. This is a very promising niche of the gaming market, which does not require high quality staff and modern technological base. The annual increase in the development potential of IT companies in Ukraine, the low level of competition in the domestic market and the significant number of graduates of the programming specialty provide opportunities for the growth of the video game market. It should also be noted about the promotion of e-sports, because every year it catches the eye of more and more new people who are potential consumers. So today e-sports is a huge media market, for many marketing companies it is a great chance to promote their products.
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Al-Batineh, Mohammed, and Razan Alawneh. "Current trends in localizing Video games into Arabic: localization levels and gamers’ preferences." Perspectives, May 25, 2021, 1–20. http://dx.doi.org/10.1080/0907676x.2021.1926520.

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Ilias, Bukhari, Shazmin Aniza Abdul Shukor, Sazali Yaacob, Abdul Hamid Adom, and Mohd Firdaus Haja Hussain. "EVALUATION OF SCENE PARAMETERS FOR OPTIMUM PERFORMANCE OF LOCALIZATION USING KINECT." Jurnal Teknologi 76, no. 12 (October 13, 2015). http://dx.doi.org/10.11113/jt.v76.5862.

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The needs of having locations identification are so important in this technological era. Locations identification has been implemented in so many areas nowadays. The challenge in this system is to identify location in real-time. Here, real-time refers to the process of capturing the location and recognize it at the same time. This research proposes a location identification system using Kinect, which is a high speed vision sensor that has been used for Xbox 360 video games. This research is to evaluate the optimum image detection distance, image size and processing time in identifying the locations that have been trained. The algorithm uses the Point Matching Features from the MATLAB software. From here, features are generated from both real time and training images being compared and the matching points between them will be used to identify the locations.
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Cruz-Lara, Samuel, Alexandre Denis, and Nadia Bellalem. "Linguistic and multilingual issues in virtual worlds and serious games: a general review." Journal For Virtual Worlds Research 7, no. 1 (January 24, 2014). http://dx.doi.org/10.4101/jvwr.v7i1.7084.

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Within a globalized world, the need for linguistic support is increasing every day. Linguistic information, and in particular multilingual textual information, plays a significant role for describing digital content: information describing pictures or video sequences, general information presented to the user graphically or via a text-to-speech processor, menus in interactive multimedia or TV, subtitles, dialogue prompts, or implicit data appearing on an image such as captions, or tags. It is obviously crucial to associate digital content to multilingual textual information in a non-intrusive way: the user must decide, whether or not, he wants to display the textual information related to the digital content he is dealing with in any particular language.In this paper we will present a general review on linguistic and multilingual issues related to virtual worlds and serious games. The expression “linguistic and multilingual issues” will consider not only any kind of linguistic support (such as syntactic and semantic analysis) based on textual information, but also any kind of multilingual and monolingual topics (such as localization or automatic translation), and their association to virtual worlds and serious games. We will focus on our ongoing research activities, particularly in the framework of sentiment analysis and emotion detection. Note that we will also dedicate special attention to standardization issues because they grant interoperability, stability, and durability.The review will essentially be based on our own experience but some interesting international research projects and applications will be also mentioned, in particular, research projects and applications related to sentiment analysis and emotion detection.
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