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1

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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3

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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4

Mangiron, 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.

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Game localisation is a type of audiovisual translation that has gradually been gathering scholarly attention since the mid-2000s, mainly due to the increasing and ubiquitous presence of video games in the digital society and the gaming industry's need to localise content in order to access global markets. This paper will focus on burning issues in this field, that is, issues that require specific attention, from an industry and/or an academic perspective. These include the position of game localisation within the wider translation studies framework, the relationship between game localisation and audiovisual translation, game accessibility, reception studies, translation quality, collaborative translation, technology, and translator training.
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Purnomo, 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.

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Retranslation Hypothesis claims that retranslations tend to be more source-oriented than the first translations. Video game translation (VGT) refutes this hypothesis since retranslations in VGT, occuring on game remakes and remasters, are target oriented. We argue that retranslations in VGT context are better to be termed prosthetic translation, a retranslation involving game mechanics adjustments at intertextual level. To prove that prosthetic translation is of existence, we applied theories of retranslation, multiplicity, commodified nostalgia, and intertextual continuity on seven titles of Square Enix’s award winning Final Fantasy series. The original Japanese versions, North American versions, their first translations, and retranslations were analyzed to prove the presence of prosthetic translation. The findings show that retranslations on the series are oriented to target gaming system and the aesthetics of mechanics and narrative intertextuality and thus refuting Retranslation Hypothesis. Based on the findings, we argue that retranslation of video game remakes and remasters focuses on repairing extremities or intertextual losses, occuring due to game narrative and mechanical aesthetics. These intertextual losses are repaired by attaching mechanical prostheses like dialogue box extension or modification, font type and size alteration, and other mechanical modification to ensure present time recontextualization of the remade and remastered games. Keywords: Retranslation hypothesis, prosthetic translation, remakes, remasters, video game translationPENERJEMAHAN PROSTETIK: SANGGAHAN TERHADAP HIPOTESIS PENERJEMAHAN ULANG (RETRANSLATION HYPOTHESIS) MELALUI REMAKE DAN REMASTER VIDEO GAME AbstrakHipotesis Penerjemahan Ulang (Retranslation Hypothesis) menyatakan bahwa penerjemahan ulang cenderung lebih berorientasi pada sumber jika dibandingkan dengan penerjemahan pertama. Penerjemahan video game menyanggah pernyataan ini karena penerjemahan ulang dalam konteks video game yang muncul pada remake dan remaster cenderung lebih berorientasi pada target penggunanya. Tulisan ini menyarankan bahwa penerjemahan ulang dalam penerjemahan video game sebaiknya disebut dengan penerjemahan prostetik, penerjemahan ulang yang mengikutsertakan penyesuaian mekanisme game-nya pada tataran intertekstual. Untuk membuktikan keberadaan penerjemahan prostetik, teori penerjemahan ulang, multiplicity yang membahas mengenai remake dan remaster, komodifikasi nostalgia, dan kontinuitas intertekstual diaplikasikan pada tujuh judul serial Final Fantasy untuk mengungkapkan keberadaan penerjemahan prostetik. Ketujuh judul tersebut terdiri dari versi asli Jepangnya, versi terjemahan bahasa Inggrisnya, versi terjemahan pertama dan terjemahan ulangnya. Hasil penelitian menunjukkan bahwa penerjemahan ulang dalam video game berorientasi pada sistem game sasarannya dan estetika intertekstualitas mekanis dan naratif game-nya. Temuan ini menyanggah Hipotesis Penerjemahan Ulang. Temuan juga menunjukkan bahwa penerjemahan prostetik berfungsi untuk memperbaiki ekstrimitas atau rumpang intertekstual, yang muncul karena estetika mekanis dan naratif dalam sebuah game. Rumpang intertekstual ini diperbaiki melalui prostetik mekanis seperti ekstensifikasi atau modifikasi kotak dialog, alterasi ukuran font, dan modifikasi mekanis lainnya guna terjaminnya rekontekstualisasi masa kini sebuah remake dan remaster video game.Kata Kunci: Hipotesis penerjemahan ulang, penerjemahan prostetik, remake, remaster, penerjemahan video game
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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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7

Crawford, 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.

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Video gaming is often understood and narrated as an ‘experience’, and we would suggest that this is particularly notable with sports-themed video games. However, we would argue that how the game experience is curated and consumed, and how this relates to wider social process and forces, is rarely given any detailed consideration within the existing game research literature. Hence, this article explores how game experiences can be understood and articulated around four key themes. First, we begin with the argument that video games connect with, but also lead, a wider social trend: understanding social reality as a set of designed experiences. The real is progressively becoming a repository of technologically mediated experiences, and the logic of video games is anticipating this process. Second, we suggest video games are translations of phenomenological worlds: When successful, key aspects of the meaning of things remain similar even as one moves between spaces, domains, mediums and platforms. Developers often seek to bring others’ experiences into a game environment, such as translating the geography and mechanisms of sporting locations and competitions into a game environment. Third, following this translation of meaning across domains, gamers often narrate their encounters with video games as they would with any other experience, such as winning the Champions League in Football Manager becomes recounted by gamers like any other achievement. Fourth, video games are interactive and explicit bodily experiences because they must be enacted in order to exist.
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8

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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9

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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Eklund, 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.

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Recent attention to the question of preservation and exhibition of video games in cultural institutions such as museums indicates that this media form is moving from being seen as contentious consumer object to cultural heritage. This empirical study examines two recent museum exhibitions of digital games: GameOn 2.0 at the National Museum of Science and Technology in Stockholm (TM), and Women in Game Development at the Museum of Art and Digital Entertainment, Oakland (MADE). The aim is to explore how games are appropriated within such institutions, and thereby how they are configured as cultural heritage and exhibitable culture. The study uses actor-network theory in order to analyse heterogeneous actors working in conjunction in such processes, specifically focusing on translation of games and game culture as they are repositioned within museums. The study explores how games are selectively recruited at both institutions and thereby translated in order to fit exhibition networks, in both cases leading to a glossing over of contentious issues in games and game culture. In turn, this has led to a more palatable but less nuanced transformation of video games into cultural heritage. While translating video games into cultural heritage, the process of making games exhibitable lost track of games as culture by focusing on physical artefacts and interactive, playable fun. It also lost track of them as situated in our culture by skimming over or ignoring the current contentious nature of digital games, and finally, it lost track of games as being produced and experienced in a particular context, or games of culture.
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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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Méndez González, Ramón. "Specialized Terminology in the Video Game Industry: Neologisms and their Translation." Vertimo studijos 12 (December 20, 2019): 71–86. http://dx.doi.org/10.15388/vertstud.2019.5.

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The video game industry is growing at a very fast pace. At present, it is the biggest entertainment industry in the world, selling even more than film and music industries. Newly-developed technologies provide video game creators with the necessary tools to develop more complex game worlds, and user interaction is more important than ever. Each one has its own terminology and complexities, which must be perfectly understood in order to deliver high-quality work. Therefore, translators must be deeply aware of how all these technologies and game worlds work. More importantly, they need to be familiar with the specialized terminology they are going to come across while working in the video game industry. This paper is part of a series of studies where a corpus of 300 games is used to analyze the terminology needs of video game translation and interpreting. Specifically, this paper focuses on the relevance of neologisms—as they are one of the basic traits that define a specialized language—and defines the type of neologisms that can be found when localizing a video game with the overall goal of proving that they are common in the video game industry.
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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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Goaid Alotaibi, Abdullah, and Zafer Tuhaitah. "An overview of the localisation of video games into Arabic." Journal of Internationalization and Localization 8, no. 1 (September 13, 2021): 26–47. http://dx.doi.org/10.1075/jial.20008.goa.

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Abstract With the emergence of video game localisation studies in the last decade, scholarly interest in translation studies in this young discipline has increased. Although globalisation has encouraged video game companies to offer their products in as many languages and markets as feasible, this academic discipline is still an under-researched area, especially in the Arab context. This article presents an overview to engender a better understanding of the nature of video games and their localisation in the Arab market. This market is distinct due to its culture, politics and language. In addition to the translational challenges related to the Arabic language, this study deals with the specificities of video game localisation from political, cultural and linguistic perspectives. This research offers a historical overview of the localisation of video games into Arabic since the inception of the practice, including an outline of the main localisation milestones in this field.
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Sereda, E. A., and E. V. Oleynik. "Translation of the fictional world realities when translating video games in the genre of interactive movie." Uchenye zapiski St. Petersburg University of Management Technologies and Economics, no. 1 (April 9, 2022): 46–57. http://dx.doi.org/10.35854/2541-8106-2022-1-46-57.

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This article is devoted to the study of the translation features of the realities of the video game “Grand Theft Auto”. Within the article the study of the features of video games of the interactive movie genre is carried out, the distinctive features of video games of this genre are represented and the points of researchers’ view on realities in modern linguistics are considered. In the article the selected realities are subdivided into geographical, ethnographic and socio-political according to the classification of S. Vlakhov and S. Florin. In each of the selected groups the ways of realities translation into Russian is considered, the most productive ways of realities translation are highlighted.
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Gałkowski, Artur. "Świat onimiczny sagi o wiedźminie Andrzeja Sapkowskiego w przekładzie na język włoski." Annales Universitatis Paedagogicae Cracoviensis | Studia Historicolitteraria 17 (October 12, 2018): 210–19. http://dx.doi.org/10.24917/20811853.17.18.

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The onymic world in the Andrzej Sapkowski’s saga of the Witcher, translated into ItalianAbstractThe paper presents the results of the analysis of the names in Italian translation of AndrzejSapkowski’s fantasy saga series about The Witcher, and the video game inspired by it. The author of the article distinguishes tendencies in the applied translation mechanismsappropriate for the literary and video game space. He discusses the representative rangesof names associated with characters, places, and other objects individually identified in TheWitcher’s story. He also details the motivation for the translation and unsuccessful choicesthat affect some of the translations of The Witcher’s onymy into Italian.Keywords: Andrzej Sapkowski, fantasy, The Witcher, onymy, literary onomastics, translation
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O’Hagan, Minako. "Putting Pleasure First: Localizing Japanese Video Games." TTR 22, no. 1 (October 21, 2010): 147–65. http://dx.doi.org/10.7202/044785ar.

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Since their humble beginnings, video games have undergone huge technological advances, becoming a significant global industry today and highlighting the role played by translation and localization. Despite the continuing localization activities undertaken in the industry, translation studies (TS) have not paid much attention to video games as a research domain. Drawing on the author’s previous work on the Japanese Role Playing Game (RPG) Final Fantasy titles, this paper attempts to demonstrate the ample research scope that this domain presents for TS scholars. In particular, it discusses the unique localization model used by Final Fantasy’s Japanese publisher, illustrating how the games’ new digital platform allows the (re)creation of a new gameplaying pleasure directly through the localization process itself. In this model, the original game merely sets off a chain of improvements through localization. In turn, understanding the different pleasures drawn from different localized versions of games will contribute useful insights into emerging games research.
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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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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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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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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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Allen, Jonathan P., and Jeffrey Kim. "It and the Video Game Industry: Tensions and Mutual Shaping." Journal of Information Technology 20, no. 4 (December 2005): 234–44. http://dx.doi.org/10.1057/palgrave.jit.2000048.

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This paper examines the influence of information technology (IT) on a distinct but closely related industry, the video game industry. We conceptualize the effects of IT as a process of translating three related dimensions of a technological frame - technology performance, industry practices, and use vision - from one industry to another. Through historical examples, we argue that the impact of IT on the video game industry is shaped and limited by this translation process, particularly when tensions between the two industries lead to the development of new complementary or replacement technologies, practices, or visions. Although heavily dependent on IT, the video game industry has had to ignore, postpone, or substantially modify important IT software tools, processors, storage media, graphics, and networking technologies because of these industry contradictions.
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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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Levac, Danielle, Deborah Espy, Emily Fox, Sujata Pradhan, and Judith E. Deutsch. "“Kinect-ing” With Clinicians: A Knowledge Translation Resource to Support Decision Making About Video Game Use in Rehabilitation." Physical Therapy 95, no. 3 (March 1, 2015): 426–40. http://dx.doi.org/10.2522/ptj.20130618.

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Microsoft's Kinect for Xbox 360 virtual reality (VR) video games are promising rehabilitation options because they involve motivating, full-body movement practice. However, these games were designed for recreational use, which creates challenges for clinical implementation. Busy clinicians require decision-making support to inform game selection and implementation that address individual therapeutic goals. This article describes the development and preliminary evaluation of a knowledge translation (KT) resource to support clinical decision making about selection and use of Kinect games in physical therapy. The knowledge-to-action framework guided the development of the Kinecting With Clinicians (KWiC) resource. Five physical therapists with VR and video game expertise analyzed the Kinect Adventure games. A consensus-building method was used to arrive at categories to organize clinically relevant attributes guiding game selection and game play. The process and results of an exploratory usability evaluation of the KWiC resource by clinicians through interviews and focus groups at 4 clinical sites is described. Subsequent steps in the evaluation and KT process are proposed, including making the KWiC resource Web-based and evaluating the utility of the online resource in clinical practice.
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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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Bernal-Merino, Miguel Á. "Creativity and playability in the localisation of video games." Journal of Internationalization and Localization 5, no. 1 (August 10, 2018): 74–93. http://dx.doi.org/10.1075/jial.00011.ber.

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Abstract Creativity is one of the most highly debated topics in translation not only because of how it relates to authorship but also because of the unavoidable cultural ramifications and the business implications for all the parties involved. Identifying the parameters within which creative translation operates in entertainment media requires a complex process that comprises a large amount of variables beyond the linguistic ones. Semiotics is suggested as a robust analytical tool to study the layering of meaning-making in entertainment products, in other words, their polysemioticity. Multimedia interactive entertainment software (MIES), a. k. a. video games, adds levels of complexity never seen before in translation due to their functional requirements. In order to identify the features that separate other entertainment products from MIES, this article analyses also the translation of novels, comics and films. The concept of playability is utilised as a way of isolating the pragmatic challenges of video game localisation.
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O'Hagan, Minako. "Translation as the new game in the digital era." Translation Spaces 1 (August 13, 2012): 123–41. http://dx.doi.org/10.1075/ts.1.06oha.

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Aimed at promoting a broader interdisciplinary discussion, this paper explores translation and entertainment in the context of current and emerging technological trends from a perspective beyond strictly Translation Studies concerns. Taking the case of video games as a rapidly growing modern digital entertainment genre, the article examines the concept of adaptation and how transmedia and remediation might further impact translation practices. It hints at a new development of translation itself as a form of entertainment, which may tie in with the concept of gamification to stimulate further thinking into the future of translation and entertainment.
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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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Luhova, Tetiana. "NARRATIVE AND STORYTELLING IN THE KNOWLEDGE STRUCTURE OF THE EDUCATIONAL BUSINESS VIDEO GAMES AS FACTORS OF THE SYNERGY OF INFORMATION TECHNOLOGIES AND SPIRITUALLY-ORIENTED PEDAGOGY." OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY, no. 8 (2020): 42–59. http://dx.doi.org/10.28925/2414-0325.2020.8.6.

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The article touches on the issues of humanization of modern technologically advanced education, analyzes the synergy factors of information technology and spiritually-oriented pedagogy to prepare a new generation of humanist managers. For this, the role of narrative and storytelling in the process of creating educational computer games that form the competence of making managerial decisions is determined. An analysis of the knowledge structure of educational games on the basis of the proposed methodology for developing their plot shows the need to balance the processes of formalization of educational processes in the game, preserving narrative by referring to works of folk art, classical fiction as sources of implicit knowledge. The threats of formalization and automation of modern education are described. It has been found that “relay” learning is superficial, it does not contribute to the formation of critical and systemic thinking. As a result, this leads to the emergence of a generation of techno-button-managers. It is indicated that the preservation and effective translation of deep narratives containing educational humanistic meanings is a priority for designers of educational video games. The components of the game by D. Gray, game history and pedagogical strategies in the MDA model are compared, which made it possible to clarify the meaning of the terms “narrative”, “plot”, “storytelling”, to determine the place of their greatest actualization in the process of creating educational computer games. Considering the general tendency of the techno-environment to reduce, optimize and formalize, the task of preserving tacit knowledge, correct translation of it into over-formalized knowledge (morals, formulas) through effective storytelling, embodied in "active learning" of computer games, is crucial. In this case, the narrative plays the role of a base of spiritual-oriented knowledge, and with the help of storytelling it balances the spiritual-ethical meanings and educational results of a business video game. The meaning of the terms "narratives" and "storytelling" is considered, the Ukrainian-language terms-analogues are proposed. The importance of adhering to the principle of non-linear game plot for increasing the effectiveness of business games is revealed. The close relationship of business games with case studies, project- and problem-based training was emphasized. The correlation of narratology and ludology of the game is shown in the matrix of transformation of professional competencies and procedures for making managerial decisions into the rules of the game, their metaphorization and translation into script phrases. It is shown that the gamification of training exercises and situations is a synergy of creative and information-analytical work with databases and game design project documents. The core of educational game design is the balance of narrative and storytelling, explicit and implicit knowledge. This balance is achieved through effective collaboration and communication between all participants in the educational and business processes. Creation of virtual learning environments in which a future leader has an opportunity to formulate and comprehensively develop the competencies of business communication and managerial decision-making in situations of uncertainty and ethical dilemmas is a promising area of digital education.
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O'Hagan, Minako. "Evolution of User-generated Translation." Journal of Internationalization and Localization 1 (January 1, 2009): 94–121. http://dx.doi.org/10.1075/jial.1.04hag.

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Most conspicuous initially with Japanese anime fansubs, fan-based translation has been developing since the 1980s. In the advent of widespread availability of Web 2.0 platforms, fan translation has become a global phenomenon despite its dubious legal status. Extending the emerging interest in fansubs and scanlation in translation studies to the little discussed translation hacking by video game fans, this article brings readers‘ attention to participatory culture manifest in user-generated content in the field of translation and localisation. The article describes the evolution from unsolicited fan translation to solicited community translation now called crowdsourcing and considers them in the framework of user-generated translation (UGT). The article provides interdisciplinary perspectives, drawing on insights from media and game studies to address UGT which could profoundly impact the profession of translation and localisation as new technological environments unleash the technical competence, genre-knowledge and unparalleled devotion of the otherwise untrained Internet crowd as translators.
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Purnomo, SF Luthfie Arguby. "GRAB THE GARB: THE INFLUENCES OF TRANSLATION TECHNIQUES IN THE LUDOLOGICAL ASPECTS OF VIDEO GAME TRANSLATION (A Case Study of Square Enix’s Lightning Returns: Final Fantasy XIII)." IZUMI 4, no. 1 (January 2, 2015): 1. http://dx.doi.org/10.14710/izumi.4.1.1-9.

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Penelitian deskriptif kualitatif ini bertujuan untuk mengungkapkan tipe teknik penerjemahan dalam terjemahan garb, kostum dengan kekuatan khusus dalam Lightning Returns: Final Fantasy XIII, dan pengaruhnya terhadap aspek ludologi, mekanika game yang dalam hal ini merujuk kepada kekuatan khusus (ability) yang terkandung dalam garb yang diterjemahkan. Temuan penelitian menunjukkan bahwa hanya terdapat dua teknik penerjemahan yang digunakan dalam penerjemahan 93 nama garb yaitu pure borrowing (44 data) dan adaptasi (49 data). Dari 49 data adaptasi yang diperoleh, 40 adaptasi menunjukkan bahwa adaptasinya mampu mempertahankan aspek ludologi keikuatan khusus garb yang diperoleh dari pemahaman awal mengenai nama garb dan bentuk fisiknya. Sementara itu 9 adaptasi yang lain memberikan pengaruh negatif terhadap aspek ludologi karena putusnya keterkaitan antara makna nama garb dan ability yang dimilikinya. Temuan ini menandakan bahwa dalam penerjemahan video game, pesan yang dialihkan tidak hanya pesan lingustik tetapi juga pesan mekanis atau ludologis yang terdapat dalam elemen video game.Kata kunci: ludologi, teknik penerjemahan, garbs, Lightning Returns: Final Fantasy XIII
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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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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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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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Eliseeva, D. Yu, A. Yu Fedosov, D. V. Agaltsova, O. L. Mnatsakanyan, and K. K. Kuchmezov. "The Evolution of Artificial Intelligence and the Possibility of its Application in Cyber Games." Revista Amazonia Investiga 9, no. 28 (April 21, 2020): 123–29. http://dx.doi.org/10.34069/ai/2020.28.04.15.

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Artificial intelligence, as a separate field of research, is currently experiencing a boom - new methods of machine learning and hardware are emerging and improving, and the results achieved change the life of society. Machine translation, handwriting recognition, speech recognition are changing our reality. The work of creating unmanned vehicles, voice assistants and other devices using these technologies is in an active process. The article examines the historical context of the artificial intelligence development, it evaluates the possibilities of its introduction into cyber games, as a safe and effective platform for testing new methods of machine learning. The promotion of such projects can increase the reputation of development companies, ensure increased user confidence in other products and, with a competent marketing strategy, cause a significant public resonance among video game fans, providing the developer with economic profit.
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이상빈. "Translation and Reception of Culture-based Humor in a Video Game: A Case Study of StarCraft II." Journal of Translation Studies 14, no. 1 (March 2013): 183–210. http://dx.doi.org/10.15749/jts.2013.14.1.006.

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Zou, Zhengxia, Tianyang Shi, Wenyuan Li, Zhou Zhang, and Zhenwei Shi. "Do Game Data Generalize Well for Remote Sensing Image Segmentation?" Remote Sensing 12, no. 2 (January 14, 2020): 275. http://dx.doi.org/10.3390/rs12020275.

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Despite the recent progress in deep learning and remote sensing image interpretation, the adaption of a deep learning model between different sources of remote sensing data still remains a challenge. This paper investigates an interesting question: do synthetic data generalize well for remote sensing image applications? To answer this question, we take the building segmentation as an example by training a deep learning model on the city map of a well-known video game “Grand Theft Auto V” and then adapting the model to real-world remote sensing images. We propose a generative adversarial training based segmentation framework to improve the adaptability of the segmentation model. Our model consists of a CycleGAN model and a ResNet based segmentation network, where the former one is a well-known image-to-image translation framework which learns a mapping of the image from the game domain to the remote sensing domain; and the latter one learns to predict pixel-wise building masks based on the transformed data. All models in our method can be trained in an end-to-end fashion. The segmentation model can be trained without using any additional ground truth reference of the real-world images. Experimental results on a public building segmentation dataset suggest the effectiveness of our adaptation method. Our method shows superiority over other state-of-the-art semantic segmentation methods, for example, Deeplab-v3 and UNet. Another advantage of our method is that by introducing semantic information to the image-to-image translation framework, the image style conversion can be further improved.
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Domarenko, M., and A. Panova. "PECULIARITIES OF THE PROPER NAMES TRANSLATION BY MEANS OF THE CALQUING METHOD IN A VIDEO GAME DOTA UNDERLORDS." International Humanitarian University Herald. Philology 3, no. 51 (2021): 29–31. http://dx.doi.org/10.32841/2409-1154.2021.51-3.7.

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Colder Carras, Michelle, Matthew Carras, and Alain B. Labrique. "Stakeholders’ Consensus on Strategies for Self- and Other-Regulation of Video Game Play: A Mixed Methods Study." International Journal of Environmental Research and Public Health 17, no. 11 (May 28, 2020): 3846. http://dx.doi.org/10.3390/ijerph17113846.

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Background: Little is known about strategies or mechanics to improve self-regulation of video game play that could be developed into novel interventions. This study used a participatory approach with the gaming community to uncover insider knowledge about techniques to promote healthy play and prevent gaming disorder. Methods: We used a pragmatic approach to conduct a convergent-design mixed-methods study with participants attending a science fiction and education convention. Six participants answered questions about gaming engagement and self- or game-based regulation of gaming which were then categorized into pre-determined (a priori) themes by the presenters during the presentation. The categorized themes and examples from participant responses were presented back to participants for review and discussion. Seven participants ranked their top choices of themes for each question. The rankings were analyzed using a nonparametric approach to show consensus around specific themes. Results: Participants suggested several novel potential targets for preventive interventions including specific types of social (e.g., play with others in a group) or self-regulation processes (e.g., set timers or alarms). Suggestions for game mechanics that could help included clear break points and short missions, but loot boxes were not mentioned. Conclusions: Our consensus development approach produced many specific suggestions that could be implemented by game developers or tested as public health interventions, such as encouraging breaks through game mechanics, alarms or other limit setting; encouraging group gaming; and discussing and supporting setting appropriate time or activity goals around gaming (e.g., three quests, one hour). As some suggestions here have not been addressed previously as potential interventions, this suggests the importance of including gamers as stakeholders in research on the prevention of gaming disorder and the promotion of healthy gaming. A large-scale, online approach using these methods with multiple stakeholder groups could make effective use of players’ in-depth knowledge and help speed discovery and translation of possible preventive interventions into practice and policy.
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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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Morrone, Maria Concetta, Andrea Guzzetta, Francesca Tinelli, Michela Tosetti, Michela Del Viva, Domenico Montanaro, David Burr, and Giovanni Cioni. "Inversion of Perceived Direction of Motion Caused by Spatial Undersampling in Two Children with Periventricular Leukomalacia." Journal of Cognitive Neuroscience 20, no. 6 (June 2008): 1094–106. http://dx.doi.org/10.1162/jocn.2008.20061.

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We report here two cases of two young diplegic patients with cystic periventricular leukomalacia who systematically, and with high sensitivity, perceive translational motion of a random-dot display in the opposite direction. The apparent inversion was specific for translation motion: Rotation and expansion motion were perceived correctly, with normal sensitivity. It was also specific for random-dot patterns, not occurring with gratings. For the one patient that we were able to test extensively, contrast sensitivity for static stimuli was normal, but was very low for direction discrimination at high spatial frequencies and all temporal frequencies. His optokinetic nystagmus movements were normal but he was unable to track a single translating target, indicating a perceptual origin of the tracking deficit. The severe deficit for motion perception was also evident in the seminatural situation of a driving simulation video game. The perceptual deficit for translational motion was reinforced by functional magnetic resonance imaging studies. Translational motion elicited no response in the MT complex, although it did produce a strong response in many visual areas when contrasted with blank stimuli. However, radial and rotational motion produced a normal pattern of activation in a subregion of the MT complex. These data reinforce the existent evidence for independent cortical processing for translational, and circular or radial flow motion, and further suggest that the two systems have different vulnerability and plasticity to prenatal damage. They also highlight the complexity of visual motion perception, and how the delicate balance of neural activity can lead to paradoxical effects such as consistent misperception of the direction of motion. We advance a possible explanation of a reduced spatial sampling of the motion stimuli and report a simple model that simulates well the experimental results.
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Et.al, Charanjit Kaur Swaran Singh. "A Review of Data Analysis for Gamification: Challenges, Motivations, Recommendations and Methodological Aspects." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 3 (April 11, 2021): 928–60. http://dx.doi.org/10.17762/turcomat.v12i3.828.

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Gamification is a significant pedagogical approach employed to facilitate learning not limited in educational setting but also across other domains. This pedagogical approach is a hot topic among academics from various disciplines. Various studies domains including education, social sciences, healthcare, tourism, engineering, translation, nursing, arts and applied arts have ventured into gamification to aid learning. Different analysis measures were employed by the researchers to carry out studies on experimental research using different samples to develop the articles. This study is developed with the aims to review and analyse the existing literature related to gamification adding to the research methodologies, types of data analyses, significant findings and also samples used to collect the data. The taxonomies developed based on the reviews made have been categorised based on challenges, motivations and recommendations extracted from the researchers who want to take gamification to the next level in different areas of studies. The researchers of this study conducted a systematic search on topics related to gamification, approaches used for the data analysis and studied on the types of data employed. Search on five main databases were carried out namely Scopus, EBSCHO, ScienceDirect, Web of Science and Taylors and Francis from 2012 September to January 2020. These databases searched were sufficient and dependable to write on gamification. Articles were carefully selected on the basis the researchers’’ inclusion and exclusion criteria (n = 312). The first percentage of the studies (n=19/312) focused on game elements in relation to the implementation of gamification across different age of the learners. This portion of the studies (n=107/312) discuss on digital badges, digital gamification/digital tool, game like educational apps. The second section of the study describe about game-based learning in relation to gamification that emphasised on pedagogies, teaching skills, teaching beliefs, lesson outcomes, theories, learners, emotional engagement, innovative teaching and environment. The portion of the studies (n=43/213) discuss on serious games specifically game principles, behaviour, collaborative work, video games and accommodation of psychological needs. The fourth portion (n=66/312) is on novel emerging trends in gamification namely flipped classroom, blended learning in gamification, collaborative learning and gamification, mobile learning and gamification, CLIL and gamification, MOOC and problem solving that led to transformative pedagogy. The fifth portion (30/312 is on game based eLearning and the last portion is on motivation (47/312). Technological advancement and rapid development in information and communication technologies has increase researchers’ interest to pursue research in gamification to use it as a meaningful pedagogical tool to sustain students’ learning.
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Maulina, Maulina, and Tri Indah Rusli. "PRE-SERVICE TEACHERS PERFORMANCE IN IMPLEMENTING TEACHING METHODS AT TEFL CLASS." KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE 1, no. 1 (April 8, 2019): 19–26. http://dx.doi.org/10.52208/klasikal.v1i1.6.

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This study aimed to describe the implementation of microteaching activity by pre-service teachers in TEFL 2 class as well as to get an overview of the problems faced during microteaching so that they are able to improve the competence of teaching English later in both schools and other educational institutions. In this study, the method used was descriptive qualitative. The subject of the study were taken purposively by considering the achievement gained in previous subject namely in TEFL I class they reached the average value of 90 out of 100 with the number of subjects four (4) pre-service teachers. Data were collected through observation using video recording and field note as well as semi structured-interview. Aspects to be analyzed were methods used from opening, main, and closing activities by considering the characteristics of the method applied. The results of this study showed that Grammar Translation Method (GTM) and Audio-Lingual Method (ALM) became a method preference during the microteaching. Pre-service teachers showed no hesitation and well prepared in applying the methods. Translation activities, dialogue memorization, repetition technique, word pair technique, and game grammar technique were occurred. Problems faced were the gap between the theories and the practice of teaching methods such as lack of skills in facial and body expression, classroom management, and stresses with noises from classmates as the students
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Muñoz Sánchez, Pablo. "Video Game Localisation for Fans by Fans." Journal of Internationalization and Localization 1 (January 1, 2009): 168–85. http://dx.doi.org/10.1075/jial.1.07mun.

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The aim of this paper is to show the particularities of the so-called “romhacking”, a methodology developed by amateurs to localise mainly classic video games. In the first section, the concept and origin of the term “romhacking” is presented. The second section offers an overview of the workflow followed by romhackers to localise video games. In the third section, an analysis of the differences between professional and amateur translations is given. The fourth section includes a discussion of the legal aspects of this practice. The paper concludes with a reflection on the impact of amateur translations on the video game localisation industry.
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Carruthers, Sean, Stephanie Louise, Stuart Lee, Shayden Bryce, Eric Tan, Maree Reser, Neil Thomas, and Susan Rossell. "S60. A PRELIMINARY COMPARISON OF COGNITIVE CHANGE: MINDFULNESS MEDITATION V. COGNITIVE REMEDIATION." Schizophrenia Bulletin 46, Supplement_1 (April 2020): S56. http://dx.doi.org/10.1093/schbul/sbaa031.126.

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Abstract Background Schizophrenia spectrum disorder (SSD) typically presents with a diverse range of cognitive impairments, with the effective treatment of which is advocated as an important future focus for the field. Currently, cognitive remediation therapy (CRT) is the most widely administered form of cognition enhancing treatment, however individual responses to CRT are highly variable in SSD, warranting examination of whether alternative approaches can also enhance cognition. Mindfulness-based interventions (MBI) have shown potential in alleviating the negative impact of clinical SSD symptoms and show promising pro-cognitive treatment effects. The aim of the current study was to retrospectively compare cognitive improvements following two different CRT programs (multi-domain drill and strategy; visually intensive drill and practice) an MBI targeting persistent auditory verbal hallucinations, and a video game-based active control. Methods Data was retrospectively pooled for participants who completed measures of perceptual processing speed, sustained and switching attention, and inhibitory control. Twelve SSD participants completed four weekly one-hour individual sessions of the Individual Mindfulness Program for Voices, 22 completed a minimum of ten one-hour group-/computed-based sessions of the multi-domain drill and strategy intervention COGPACK, 22 completed a minimum of 24 one-hour group-/computer-based sessions of BrainHQ’s (Posit Science) VISUAL Intensive drill and practice intervention, and 17 participants completed a minimum of 10 one-hour group-/computed-based sessions of games putatively similar to exercises common to CRT (active control). Baseline/Post-treatment change effects were calculated for each intervention across specified cognitive variables and converted to standardised Z-scores based on the performance of the active control group. Results Unique and overlapping pro-cognitive effects were identified for each of the three intervention types compared to the active control. MBI produced moderate standardized pro-cognitive effects above the active control in perceptual processing speed (z-score□: 0.62) and switching attention (z-score: 0.45). This somewhat overlapped with the change effects calculated for the visually intensive drill and practice (z-score□: 0.57) CRT program. Both the visually intensive drill and practice (z-score: 0.47) and the multi-domain drill and strategy (z-score: 0.52) CRT programs resulted in moderate-to-large improvements v. control in sustained attention, whilst the MBI had no such effect (z-score: 0.10). The video-gamed based active control produced moderate improvements in inhibitory control in comparison to all three interventions (z-score□: -0.37). Discussion Overall, these preliminary findings suggest that a brief MBI can produce similar performance enhancing effects to that of the lengthier CRT programs in a discrete subset of cognitive tests. More extensive examinations of the cognitive benefits and their translation to real world functional improvements in SSD are needed.
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Shikhavtsova, Paula. "Gender Regimes in Animation Movies or About What Modern Cinderella Should Be." Inter 12, no. 21 (2020): 65–80. http://dx.doi.org/10.19181/inter.2020.21.4.

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A good story is always in demand. But today the fairy tale is not only told in the mode of verbal translation in the family circle, it becomes the subject of repeated media transformations form, printed illustrated text, comic, film, TV series, cartoon, video game, etc. With the spread and development of media researchers began to pay more attention to the structure of the narrative, “worlds of history”, are still in demand, the various media platforms (transmedial), which combine a popular medium with a popular archetypical history. This is especially true of cartoons, as they are one of the most popular genres among children. Evidence suggests that children tend to imitate not only their parents and inner family circle behavior, but also cartoon characters, including their gender-specific behavior. Since most modern cartoons continue to borrow stories from classic fairy tales, they inevitably reproduce the gender-stereotypical behavior of the main characters of ancient times. Or, in response to social requests, the plot and character are repaired. In the article we describe the main findings of the study, where we studied folk stories, as well as the plots of modern cartoons. For the study we used a database of folk tales by Stith Thompson, as well as narrative functions in the concept of Vladimir Propp, adapting them to the aspect of female gender. The aim of the study is to reveal how gender socialization is constructed and mediated by media in popular fairy tales. For this purpose, in the study we use critical discourse analysis of modern cartoons.
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Pettini, Silvia. "Auteurism and game localization — revisiting translational approaches." Culture & Society issue 4, no. 2 (December 31, 2015): 268–88. http://dx.doi.org/10.1075/ts.4.2.05pet.

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In the fertile ground between cinema and video games, Hideo Kojima’s Metal Gear Solid saga stands out for its auteur’s clear tendency to use film language and aesthetics and for his evident inspiration from pop culture and the American cinematic tradition. Moreover, the series is rich in quotations meant to pay tribute to cinema and communicate with movie-cultured players intertextually. With regard to the process of localization, auteurist references to film culture represent a constraint for translators rendering Kojima’s game into different languages for a Metal Gear Solid-educated audience. This paper presents a comparative analysis of some film quotations in their English into Italian and Spanish localizations of Kojima’s Metal Gear Solid series in order to demonstrate the importance of loyalty to the game experience as a whole within a translational-cultural approach to localization.
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Sayogo, Shandhi, Hafif Aziz Ahmad, and Dianing Ratri. "Translating Crew Management Process Into a Simulation Video Game." IMOVICCON Conference Proceeding 1, no. 1 (July 3, 2019): 189–98. http://dx.doi.org/10.37312/imoviccon.v1i1.22.

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Management came from an old French word ménagement, which means “the art of implementation and regulation”. It is a process of planning, organizing, coordinating, and controlling resources to achieve goals effectively and efficiently, a process which could be found in everyday’s activities. But, every resource management revolves around one particular resource, which is human. The only reason is because humans are the one that can change and improve resources like energy, money, and time into something more valuable. The problem is sometimes humans forget that management is necessary in everyday’s life, even for the smallest thing. Therefore, a research is conducted to create a supporting media to help people learn the value and the importance of management. The media chosen is video game as it is considered as a media that can be used to simulate management process more effectively with its interactivities and fun aspect. The parable that being used is crew management as a representative of human resource to manage all the other resources. Crew allocation, timing management and anything else that could be considered as a good crew management process is to be translated into the simulation video game. Thus, it becomes a media with a more fun way to learn about management without the players being explicitly told that they are learning by playing.
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Song, Hua. "Translation and Localisation in Video Games: Making Entertainment Software Global." Australian Journal of Linguistics 38, no. 1 (January 12, 2017): 127–29. http://dx.doi.org/10.1080/07268602.2016.1272149.

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