Dissertations / Theses on the topic 'Video game translation'
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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.
Branting, Peter. "En hyllning till spelet : En kartläggning av fenomenet romhackning och den av entusiaster utförda översättningen av tv-spel i Sverige." Thesis, Stockholms universitet, Tolk- och översättarinstitutet, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-45849.
Full textBushouse, Elizabeth. "The Practice and Evolution of Video Game Translation: Expanding the Definition of Translation." 2015. https://scholarworks.umass.edu/masters_theses_2/187.
Full textCollins, Karrie. "You Spoony Bard!: An Analysis of Video Game Localization Practices." 2015. https://scholarworks.umass.edu/masters_theses_2/189.
Full textRiggin, Patrick Franklin. "Always a lighthouse, toujours un homme: exploring non-literal translation techniques in video game localizations or the purposes of second language acquisition." 2018. http://hdl.handle.net/2097/38825.
Full textDepartment of Modern Languages
Melinda Cro
Many recent video games feature complex narratives that contain increasing amounts of written and spoken language. There has thus been growing need for them to be localized into other languages; that is, translated and adapted for markets where languages other than the video game’s language of development are spoken. While the localization process shares many similarities with other projects of translation, because the primary goal of a video game is to be entertaining, video game localization teams are allowed certain creative liberties in translating video games in order to maximize entertainment for players in target markets. Non-literal translation techniques, including transposition, modulation, equivalence, and adaptation, are used to avoid mistranslating in-game language. However, Mangiron and O’Hagan identify in their 2006 analysis of the English localization of Final Fantasy X certain “transcreation” techniques that are used by localization teams in order to make video games more entertaining for players in other markets. These transcreation techniques include the addition of linguistic variation, the re-naming of in-game terminology, the re-creation of wordplay, “contextualization by addition”, and the deliberate use of regional expressions. These transcreation techniques not only serve to make the localized version of a video game more entertaining for a target market, but also make the gameplay experience more original for players in these markets. This study will analyze non-literal translation techniques and “transcreation” techniques in the French localization of BioShock Infinite: Burial at Sea Episode 2 to determine how these translation techniques may be used to maximize entertainment and to create a more original gameplay experience for francophone players, followed by a discussion of how video game localizations may be implemented in second language acquisition contexts for the purposes of exploring certain L2 linguistic and cultural phenomena.
CHOU, CHIN-PING, and 周晉平. "Study of The Translation Strategies on Specific Cultural Elements in Japanese Video Games - Take the Released Game "Tales of Berseria" Chinese Version For Instance." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/j67236.
Full text東吳大學
日本語文學系
105
With the development of globalization, the demands for the games that support multiple languages are increasing. In recent years, smartphones and tablets have gone more and more popular, so people are more likely to play the games developed on them. It also means that translations of the games play an important role . Improper translations may lead to unwanted game experience and lousy game quality, and have a negative effect on the sales of the game. Improper translations often have something to do with the cultural differences between the translator's and the game makers'. Therefore, it's a challenge for the translators that what to translation strategy to take to minimize the rate of incorrect translations when translating such contents to ensure that players have the best game experience In this thesis, we take the game "Tales of Berseria" for example to study what the translation strategies are taken when contents involving the knowledge of the culture of the game makers' in the process of a game are being translated into Chinese, so that we can figure out the rules that should be followed during the translation process. This thesis is organized as follows: Section 1 explains the motive, purpose, method of this study and the research restrictions; Section 2 introduces the existing related works of the study; Section 3 studies the background of a game as well as the process of it being translated into Chinese; Section 4 analyzes the translation strategies applied to a game; Section 5 collects and organizes the data that's analyzed in Section 4 and shows the translation tendency in different cultural elements; Setction 6 contains the conclusions of this study and future works.
Kudła, Dominik. "Ocena odbioru lokalizacji językowej gier komputerowych na podstawie danych okulograficznych." Doctoral thesis, 2020. https://depotuw.ceon.pl/handle/item/3713.
Full textThe present thesis is aimed at comparing visual perception of full and partial language localization of an action adventure computer game juxtaposed with the perception of its original language version. Another objective of the thesis is trying to critically analyse the results of theoretical considerations and experiments addressing language localization of video games, especially computer games, by translation-studies scholars and remarks by translation practitioners. The results of this critical analysis of the literature on the subject have been supplemented with the results of the experiments utilising eye tracking methodology carried out by the author of the thesis. Translation scholars raised the questions regarding the process of creating new language versions of video games at the beginning of 21st century. At the same time, eye tracking methodology was added to the spectrum of translation-studies methods. As it has been discovered while analysing the available scientific publications, no successful trial of combining the two issues within one research project has been conducted to date. Consequently, the research project described here included carrying out an eye tracking experiment and has been aimed at analysing visual attention at the area of dialogue subtitles, overlays and additional screens in the full English, as well as partial and full Polish language versions of the Shadow of the Tomb Raider game among subjects having vast and very vast experience with video games, who differed from one another with the levels of translation competence and formal university translation training
Bird, Matthew R. "Eustia of the Tarnished Wings: The Visual Novel in Translation." 2016. https://scholarworks.umass.edu/masters_theses_2/398.
Full textMaroney, Caitlin. "Localization: Fans, the New Frontier." 2019. https://scholarworks.umass.edu/masters_theses_2/811.
Full textSouza, Flávia Rodrigues Barros de. "As identidades na localização de jogos." Master's thesis, 2021. http://hdl.handle.net/10316/96989.
Full textEste trabalho elencou e analisou as diferentes maneiras de manifestar identidade(s) e qual a sua relevância e o seu uso na localização de jogos. O estudo tem dois objetivos principais: (i) refletir acerca das ‘novas’ formas de manifestar identidades locais em virtude da revolução tecnológica da década de 90; (ii) analisar o uso destas ‘novas’ formas de manifestar identidades, na escolha vocabular, durante o processo de localização de jogos. Para tal, foi feita uma pesquisa que contou com leituras atualizadas acerca da localização, enquanto processo tradutivo, e das identidades no âmbito das tecnologias e dos videogames. Foram feitas, também, entrevistas a profissionais atuantes na área da localização de jogos e a gamers. Por fim foi feita uma análise sucinta da localização de dois jogos com a finalidade de ratificar as análises feitas em teoria. Observou-se que o processo de localização, no âmbito dos videogames, é executado para adequar o conteúdo de jogos para um determinado público-alvo e o uso consciente das identidades, como recurso na localização de jogos, melhora a jogabilidade e aumenta a imersão do jogador. O que pôde ser inferido desta pesquisa é que o conhecimento das manifestações identitárias linguísticas e linguísticas digitais e, consequentemente, o seu uso são expedientes necessários para uma localização de jogos que atinja o seu objetivo. Conclui-se, portanto que as manifestações identitárias são utilizadas no processo de localização de jogos para gerar acessibilidade, identificação e representatividade entre jogo e jogador.
The present study aimed to list and analyze the different possibilities of expressing identity (ies) and what are its relevance and its use in games localization. The study have two main objectives: (i) reflect on the 'new' ways of manifesting local identities due to the technological revolution of the 1990s; (ii) analyze the use of these 'new' ways of manifesting identities, in vocabulary choice, during the process of game localization. In order to do this, a research was conducted that relied on updated readings about localization, as a translation process, and about identities in the context of technology and videogames. Interviews were also conducted with professionals working in the field of game localization and gamers. Finally, a succinct assessment of the location of two games was carried out in order to confirm the analyses made in theory. We have observed that the localization process, within video games, is executed to tailor game content to a certain target audience and the conscious use of identities, as a resource in game localization, enhances gameplay and increases player immersion. What could be deduced from this research is that knowledge of linguistic and digital linguistic identity manifestations, and consequently their use, are necessary expedients for a game localization that achieves its goal. In conclusion, therefore, identity manifestations are used in the game localization process to generate accessibility, identification, and representativeness between game and player.