Academic literature on the topic 'Video game translation'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Video game translation.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Journal articles on the topic "Video game translation"
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.
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 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 textMangiron, Carme. "Game on! Burning issues in game localisation." Journal of Audiovisual Translation 1, no. 1 (November 14, 2018): 122–38. http://dx.doi.org/10.47476/jat.v1i1.48.
Full textPurnomo, SF Luthfie Arguby, SF Lukfianka Sanjaya Purnama, and Lilik Untari. "PROSTHETIC TRANSLATION: RETRANSLATIONS OF VIDEO GAME REMAKES AND REMASTERS REFUTE RETRANSLATION HYPOTHESIS." Humanus 18, no. 1 (April 29, 2019): 12. http://dx.doi.org/10.24036/humanus.v18i1.103507.
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 textCrawford, Garry, Daniel Muriel, and Steven Conway. "A feel for the game: Exploring gaming ‘experience’ through the case of sports-themed video games." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (May 10, 2018): 937–52. http://dx.doi.org/10.1177/1354856518772027.
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 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 textEklund, Lina, Björn Sjöblom, and Patrick Prax. "Lost in Translation: Video Games Becoming Cultural Heritage?" Cultural Sociology 13, no. 4 (June 27, 2019): 444–60. http://dx.doi.org/10.1177/1749975519852501.
Full textDissertations / Theses on the topic "Video game translation"
Chiang, Bowie. "A comparative study of translation strategies applied in dealing with role languages. : A translation analysis of the video game Final Fantasy XIV." Thesis, Högskolan Dalarna, Japanska, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:du-21697.
Full textCox, Joseph M. "MOLOCH: Developing a German Expressionist Puzzle Game." Ohio University Honors Tutorial College / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1492777907436196.
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).
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/.
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 textMazzariol, Elisa. "I videogiochi tra professionismo e dilettantismo: proposta di localizzazione di The Elder Scrolls III: Morrowind." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15380/.
Full textLepre, O. "The translation of humor in video games : a case study." Thesis, University College London (University of London), 2015. http://discovery.ucl.ac.uk/1468872/.
Full textGuyker, Robert William Jr. "Myth in translation| The ludic imagination in contemporary video games." Thesis, Pacifica Graduate Institute, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10101054.
Full textThis dissertation treats the reception, performance, and mediation of myth in video games. Myths are included in video games as variants in relation to other myth-variants. This study does not focus on contemporary myths per se, but rather modernized forms of myths modified for a contemporary audience of players, users, and consumers who participate in video game culture. Different video games involve and invoke different mythologies. Thus, different theories about myths are drawn on to extrapolate meaningful applications in the world of each video game. Some case studies involve the creative uses of depth psychology, the hero pattern, otherworldly journeys, mythic-epic story structures, and/or explorations in specific mythological themes and motifs. Pluralistic, folkloristic, and close cross-cultural comparison is exercised on a case-by-case basis— pace universal and wide-range comparativism—to effectively account for comparison and context. Case studies include single-player video games involving different sub-genres, online multiplayer video games, and a massively multiplayer online game that includes field work reports and analysis.
The descriptive process and meta-theory that I propose stem from the playfulness that myths presented in video games afford: first, interpretatio ludi is the general process of transposing mythological traditions and systems into dynamic and playable models, or the invention anew of mythological systems tailored to a particular video game world and genre. Players virtually participate in myths as voyeurs, voyagers and (sometimes) builders. This raises important questions regarding artificial and emergent mythmaking occurring on the side of either player response, from the developers, or from instances of co-creation between both. I also present the “agonistic theory of myth” to account for the inherent and pervasive tendency of contestation between myth-variants, myths of divine conflict, and theories about myth(s).
A critical review of scholarship on myths and games is also included. This dissertation proposes that mythological studies and game studies can pursue significant collaborative research trajectories. The overall aim of this study is to develop a critical media-conscious approach to myths, and a myth-conscious approach to media.
Keywords: myth, video games, mythmaking, mythology, game studies, play, lore, virtual worlds, world-building.
Badiu, Adriana-Nicoleta. "“You’ve got to be kitten me!”: Translating puns, wordplay and speech styles in Don’t Starve – a localization proposal." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021. http://amslaurea.unibo.it/22830/.
Full textBenediktsdottir, Ásdis. "Analysing a Harvest Moon : On the translation of role language in Bokujō Monogatari: Hajimari no Daichi for the Nintendo 3DS." Thesis, Stockholms universitet, Tolk- och översättarinstitutet, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-118401.
Full textDenna uppsats ämnar introducera översättning av rollspråk som en del av spellokalisering. Det finns inte mycket skrivet om rollspråk i översättning från japanska till engelska, och inget som åsyftar rollspråk i spel. Det finns även en märkbar brist på studier som behandlar översättning som slutprodukt inom sammanhanget spellokalisering. Genom att analysera utvalda karaktärer från Bokujō Monogatari: Hajimari no Daichi till Nintendo 3DS och hur deras respektive rollspråksprofiler ter sig i översättning, är förhoppningen att denna uppsats ska tjäna som ett första steg mot ett nytt område inom spellokalisering. Åtta karaktärer, fyra manliga och fyra kvinnliga, valdes ut och analyserades för att bygga deras respektive rollspråksprofiler. Fyra videoklipp valdes ut per karaktär, första och sista hjärte-händelsen, kärleksbekännelsen, och livet som gifta. Översättningarna av dessa analyserades, tillsammans med hur de respektive karaktärerna framställdes språkligt. Studien fann att trots att flera av karaktärerna i stort behöll sina ursprungliga språkprofiler i översättning, fanns det tillfällen då källtexten kan ha missuppfattats. Översättningar där detta snarare än en annorlunda framställning av karaktären var skillnaden, visade sig ofta vara mer källtextsorienterade. I översättningar där karaktäriseringen tedde sig likartad, verkar det vara resultatet av ett kritiskt omdöme och avstånd från källtexten tillsammans med översättarens villighet att ta sig friheter med källan. Rollspråk är en väsentlig del i japansk populärlitteratur och populärkultur, och det verkar inte som att spel i sammanhanget skulle vara något undantag. Trots att denna uppsats endast har analyserat ett begränsat urval verkar det inte helt omöjligt att kunna dra en första slutsats där att ta ett steg tillbaka från källtexten och istället lägga fokus på att förmedla en uppfattning av en karaktär, snarare än det skrivna manuset, mycket väl kan leda till en karaktärisering i måltexten som är mer lik samma i källtexten.
Books on the topic "Video game translation"
Pokémon Gold and Silver: Japanese Translation Guide. Maui, USA: Sandwich Islands Publishing, 2000.
Find full texttranslator, Beck Adrienne, and Fay Shannon, eds. D-frag! Los Angeles, California]: Seven Seas Entertainment, LLC, 2016.
Find full textSajna, Mateusz. Video Game Translation and Cognitive Semantics. Lang GmbH, Internationaler Verlag der Wissenschaften, Peter, 2016.
Find full textSajna, Mateusz. Video Game Translation and Cognitive Semantics. Lang GmbH, Internationaler Verlag der Wissenschaften, Peter, 2016.
Find full textSajna, Mateusz. Video Game Translation and Cognitive Semantics. Lang GmbH, Internationaler Verlag der Wissenschaften, Peter, 2016.
Find full textSajna, Mateusz. Video Game Translation and Cognitive Semantics. Lang GmbH, Internationaler Verlag der Wissenschaften, Peter, 2016.
Find full textBernal-Merino, Miguel Á. Translation and Localisation in Video Games. Routledge, 2014. http://dx.doi.org/10.4324/9781315752334.
Full textOrero, Pilar, Carmen Mangiron, and Minako O'Hagan. Fun for All: Translation and Accessibility Practices in Video Games. Lang AG International Academic Publishers, Peter, 2014.
Find full textOrero, Pilar, Carmen Mangiron, and Minako O'Hagan. Fun for All: Translation and Accessibility Practices in Video Games. Lang AG International Academic Publishers, Peter, 2014.
Find full textBook chapters on the topic "Video game translation"
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 textBernal-Merino, Miguel. "Training translators for the video game industry." In The Didactics of Audiovisual Translation, 141–55. Amsterdam: John Benjamins Publishing Company, 2008. http://dx.doi.org/10.1075/btl.77.14ber.
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 textPettini, Silvia. "Gender in war video games." In The Routledge Handbook of Translation, Feminism and Gender, 444–56. 1. | New York : Taylor and Francis, 2020. | Series: Routledge handbooks in translation and interpreting studies: Routledge, 2020. http://dx.doi.org/10.4324/9781315158938-38.
Full textConsalvo, Mia. "Unintended Travel: ROM Hackers and Fan Translations of Japanese Video Games." In Gaming Globally, 119–38. New York: Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137006332_10.
Full textFrancuski, Boško. "The Influence of Video Games on Literary Works: Culture and/or Science." In CLIMB. Culture, Language, Literary, Translation, Library and Information Studies, Teaching Methodology and Book History, 315–36. Београд: Универзитет у Београду, Филолошки факултет, 2017. http://dx.doi.org/10.18485/climb.2017.5.2.ch23.
Full textLyons, Sandy Appleoff, Jaime Stagg, and Anna Sakoi. "Translation into 3D." In Costume Design for Video Games, 59–64. CRC Press, 2019. http://dx.doi.org/10.1201/b22270-8.
Full textFord, William K. "The Law and Science of Video Game Violence." In Translating the Social World for Law, 107–68. Oxford University Press, 2016. http://dx.doi.org/10.1093/acprof:oso/9780199990559.003.0005.
Full textGibson, Rachel. "Rondas (Singing Games)." In ¡Canta Conmigo!, 39–68. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780197624913.003.0006.
Full textEichenbaum, Adam, Daphne Bavelier, and C. Shawn Green. "Fundamental Questions Surrounding Efforts to Improve Cognitive Function Through Video Game Training." In Cognitive and Working Memory Training, 432–54. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780199974467.003.0009.
Full textConference papers on the topic "Video game translation"
Wibowo, Agung, M. R. Nababan, Riyadi Santosa, and Diah Kristina. "Translation Quality Assessment: Carte Blanche of Translator in Localizing Simship MMORPG Video Game in Indonesia." In 1st Bandung English Language Teaching International Conference. SCITEPRESS - Science and Technology Publications, 2018. http://dx.doi.org/10.5220/0008215700310038.
Full textSayogo, Shandhi, Hafiz Aziz Ahmad, and Dianing Ratri. "Translating Crew Management Process Into a Simulation Video Game." In International Moving Image Cultures Conference. Film Department Universitas Multimedia Nusantara, 2019. http://dx.doi.org/10.31937/imov-20.
Full textSAYOGO, SHANDHI, HAFIZ AZIZ AHMAD, and DIANING RATRI. "Translating Crew Management Process Into a Simulation Video Game." In International Moving Image Cultures Conference. Film Department Universitas Multimedia Nusantara, 2019. http://dx.doi.org/10.31937/imoviccon-20.
Full textGoodhue, David. "Velocity-based compression of 3D rotation, translation, and scale animations for AAA video games." In SIGGRAPH '20: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3388767.3407392.
Full textSaptanto, Deswandito. "The Dawn Of Literature: Video Games As The New Breed of Modern Popular Literature." In Proceedings of the 9th UNNES Virtual International Conference on English Language Teaching, Literature, and Translation, ELTLT 2020, 14-15 November 2020, Semarang, Indonesia. EAI, 2021. http://dx.doi.org/10.4108/eai.14-11-2020.2310240.
Full text