Search results for: translation-and-localisation-in-video-games

Translation and Localisation in Video Games

Author : Miguel Á. Bernal-Merino
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This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry – understood as a global phenomenon in entertainment – and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game’s virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merino incorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework, Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.

Translation and Localisation in Video Games

Author : Miguel Á. Bernal-Merino
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This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry – understood as a global phenomenon in entertainment – and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game’s virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merino incorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework, Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.

Game Localization

Author : Minako O'Hagan
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Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive introduction to the topic of game localization the book draws on the literature in Game Studies as well as Translation Studies. The book’s readership is intended to be translation scholars, game localization practitioners and those in Game Studies developing research interest in the international dimensions of the digital entertainment industry. The book aims to provide a road map for the dynamic professional practices of game localization and to help readers visualize the expanding role of translation in one of the 21st century's key global industries.

Open World Translation

Author : Emily N. Suvannasankha
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The purpose of this thesis is to investigate the most effective ways of handling cultural differences in the Japanese-to-English game localization process. The thesis advocates for applying the Skopos theory of translation to game localization; analyzes how topics such as social issues, humor, fan translation, transcreation, and censorship have been handled in the past; and explores how international players react to developers' localization choices. It also includes interviews with three Japanese-to-English translators who have worked with major Japanese game companies to gain insight into how the industry operates today. Through the deconstruction of different aspects of Japanese-to-English localization, this analysis aims to help the game industry better fine-tune Japanese media to Western audiences while still sharing valuable aspects of Japanese culture. The thesis concludes that if Japanese game companies work to improve the localization process by considering more diverse international perspectives, hiring native speakers as translators, and approaching the English script as a creative endeavor in itself, they will be able to both broaden the minds of their global audiences and more effectively capitalize on the worldwide fervor for Japanese video games.

Media Across Borders

Author : Andrea Esser
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What happened when Sesame Street and Big Brother were adapted for African audiences? Or when video games Final Fantasy and Assassins’ Creed were localized for the Spanish market? Or when Sherlock Holmes was transformed into a talking dog for the Japanese animation Sherlock Hound? Bringing together leading international scholars working on localization in television, film and video games, Media Across Borders is a pioneering study of the myriad ways in which media content is adapted for different markets and across cultural borders. Contributors examine significant localization trends and practices such as: audiovisual translation and transcreation, dubbing and subtitling, international franchising, film remakes, TV format adaptation and video game localization. Drawing together insights from across the audiovisual sector, this volume provides a number of innovative models for interrogating the international flow of media. By paying specific attention to the diverse ways in which cultural products are adapted across markets, this collection offers important new perspectives and theoretical frameworks for studying localization processes in the audiovisual sector. For further resources, please see the Media Across Borders group website (www.mediaacrossborders.com), which hosts a ‘localization’ bibliography; links to relevant companies, institutions and publications, as well as conference papers and workshop summaries.

Responsible Localization

Author : Stephen Mandiberg
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Responding to increasing flows of digital media texts across national borders during the late 20th century, video game production companies began to expand translation from linguistic alteration to extensive semiotic manipulation. The practices involved with moving a digital game over national and linguistic lines widened from translating boxes, instruction manuals, and in-game dialogue, to re-designing audio, visual, and ludic aspects of games. Called 'localization' within the game industry, these translation practices are indicative of how globalization operates within the frictional boundary zone between local audiences and global markets. This dissertation in Communication uses media studies, translation studies and theories of globalization to approach how these industry practices of video game localization operate as meaningful and meaning-making processes. Not simply important for game players, these industry practices are a critical part of how the national game industries of the 1970s-80s became the global game industry of the 2010s, and how individual workers effect change within the global system. Combining ethnographic observations of localization studios, interviews with localization specialists, and textual analysis of Japanese and North American versions of games, this dissertation is an account of localization as a practice that is being pulled in two directions: toward maximum profit as an industrial practice, and toward an ethical practice that can facilitate elements of social justice. Bringing together several different practices of ethical game translation and naming them responsible localization, this dissertation elaborates such ethical localization's cultural benefits, describes how it is conducted at present, and shows how it might be conducted in the future.

Localization Levels Up a Comparative Study Between Video Game and Movie Subtitles

Author : Katelijn Eelen
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Video games incorporating dialogue to tell elaborate stories are a relatively new phenomenon, yet are becoming increasingly popular. To reach a wide market in a globalized society, many video games are localized and translated. In the case of dialogue, the translation is presented in the form of subtitling. However, this subtitling is often not the main focus of localization or research into game studies. Therefore, this study aims to start a discussion and bring more awareness to the necessity of qualitative subtitling in video games. To do this, the subtitles of video games in general and subsequently of one specific game are compared to the subtitles of the movie and television medium. The movie and television medium has established a set of guidelines for subtitling based on extensive research. Currently no such guidelines exist for video games. Interlingual subtitles mostly use the audio transcripts verbatim. This creates overly long subtitles with a lot of extraneous information. Since the ludic element of video games is essential, subtitles tend to be more creative in the use of color, in placement and use of fonts. The audiovisual components of video games, and in particular video game cutscenes, show many similarities to the audiovisual components of movies. The borders between the two media become increasingly blurred, as movies are translated into video games and video games incorporate elaborate cinematic elements. However, despite a certain overlap, the two media are also inherently different. The main difference is the essential extensive interactivity in video games and the lack thereof in movies. As many video games allow the user to prompt dialogue options and to control their own actions, no video game unfolds in the same manner. Often extensive options are given to personalize the story, which lends a great flexibility and variation to the text. In turn, this affects the translation and subtitling process. All textual elements in video games are presented to a translator in strings, creating a fragmented way of translation. This often leads to a loss of context. First, this dissertation will analyze the existing information on video game subtitles and movie subtitles. Differences are highlighted and, if possible, explained. Second, a specific game will be studied in detail to apply the aforementioned theoretic framework. Telltales Walking Dead: A New Day was chosen for this case study, as the heavy reliance on dialogue options creates an interesting look at subtitles. The video game is contrasted where necessary to Days Gone Bye of The Walking Dead television series.

Localization and Humor Translation in The Secret of Monkey Island and The Curse of Monkey Island

Author : Martin Gallo
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Academic Paper from the year 2019 in the subject Interpreting / Translating , grade: 11.0, University of the Republic (Uruguay), language: English, abstract: This essay analyzes whether it is possible to localize humor maintaining equivalence in the target language. The issue will be applied to the case of the video game saga Monkey Island, since humor has always been an important element of it. The English and Spanish versions of two titles of the video game saga were selected in order to answer the question: Are both video games The Secret of Monkey Island and The Curse of Monkey Island good examples of successful localization and humor translation? Those titles are The Secret of Monkey Island and The Curse of Monkey Island since humor constitutes a substantial part of their dialogues and because they earned great popularity among the gaming community. Dialogues containing humorous elements, such as puns and wordplay, were extracted while playing those games in both versions, comparing each other and observing anisomorphisms. Regarding the issue of localization and transcreation and their challenges, research conducted was based on articles and books written by game localization scholars, who also deal with the issue of localizing humor in video games and its challenges. The analysis conducted in this paper consists in comparing each version of both titles and stating whether translators managed to maintain humorous effects in puns and wordplay, or if they failed to meet the challenge. Research shows that, indeed, humor in The Secret of Monkey Island and The Curse of Monkey Island was successfully localized despite challenges translators faced, and that the target player experiences the same humorous elements as the original source.

Always a Lighthouse Toujours Un Homme

Author : Patrick Franklin Riggin
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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.

Video Game Localisation

Author : Marco Manis
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Multilingual Information Management

Author : Ximo Granell
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Multilingual information is in high demand in today’s globalised economy. Industry and market globalisation, intensified collaboration between European countries, technological developments, the advent and consolidation of the Internet, the rise of electronic business, and the increased use of electronic documents are some of the factors that have fuelled this need. Multilingual Information Management draws on previous empirical research to explore how information and technologies are used within the community of translators as information facilitators among different languages and cultures, to help them become more productive and competitive in today’s market. The book consists of three parts, including a literature review on information and technology needs among translators; a research framework to investigate the perceptions and use of information and technology within their working environment; and a strategic proposal for an Information Systems approach to multilingual information professionals and information literacy training. Presents an interdisciplinary approach to multilingual information and technology management among information professionals Analyses the community of practice of translators as multilingual information facilitators and ICT users Contributes to further develop Information Literacy to a strategic level among information professionals Provides a methodological contribution through an evidence-based approach to practice Bridges the gap between the information-related disciplines of Information Science, Business Management, and Translation Studies

The Linguist

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Localization for Starters

Author : James Ware
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Language localisation is the process of adapting a product that has been previously translated into multiple languages to a specific country or region (from Latin locus (place) and the English term locale, "a place where something happens or is set"). It is the second phase of a larger process of product translation and cultural adaptation (for specific countries, regions or groups) to account for differences in distinct markets, a process known as internationalization and localization. Language localization differs from translation activity because it involves a comprehensive study of the target culture in order to correctly adapt the product to local needs. Localisation can be referred to by the numeronym L10N (as in: "L," followed by ten more letters, and then "N"). The localisation process is most generally related to the cultural adaptation and translation of software, video games and websites, as well as audio/voiceover, video or other multimedia content, and less frequently to any written translation (which may also involve cultural adaptation processes). Localisation can be done for regions or countries where people speak different languages or where the same language is spoken: for instance, different dialects of Spanish, with different idioms, are spoken in Spain and in Latin American countries. This updated and expanded second edition of Book provides a user-friendly introduction to the subject, Taking a clear structural framework, it guides the reader through the subject's core elements. A flowing writing style combines with the use of illustrations and diagrams throughout the text to ensure the reader understands even the most complex of concepts. This succinct and enlightening overview is a required reading for all those interested in the subject . We hope you find this book useful in shaping your future career & Business.

Localization for Starters

Author : Joel Mccarthy
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Language localisation is the process of adapting a product that has been previously translated into multiple languages to a specific country or region (from Latin locus (place) and the English term locale, "a place where something happens or is set"). It is the second phase of a larger process of product translation and cultural adaptation (for specific countries, regions or groups) to account for differences in distinct markets, a process known as internationalization and localization. Language localization differs from translation activity because it involves a comprehensive study of the target culture in order to correctly adapt the product to local needs. Localisation can be referred to by the numeronym L10N (as in: "L," followed by ten more letters, and then "N"). The localisation process is most generally related to the cultural adaptation and translation of software, video games and websites, as well as audio/voiceover, video or other multimedia content, and less frequently to any written translation (which may also involve cultural adaptation processes). Localisation can be done for regions or countries where people speak different languages or where the same language is spoken: for instance, different dialects of Spanish, with different idioms, are spoken in Spain and in Latin American countries. This updated and expanded second edition of Book provides a user-friendly introduction to the subject, Taking a clear structural framework, it guides the reader through the subject's core elements. A flowing writing style combines with the use of illustrations and diagrams throughout the text to ensure the reader understands even the most complex of concepts. This succinct and enlightening overview is a required reading for all those interested in the subject . We hope you find this book useful in shaping your future career & Business.

Localization for Students

Author : Kian Bradshaw
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Language localisation is the process of adapting a product that has been previously translated into multiple languages to a specific country or region (from Latin locus (place) and the English term locale, "a place where something happens or is set"). It is the second phase of a larger process of product translation and cultural adaptation (for specific countries, regions or groups) to account for differences in distinct markets, a process known as internationalization and localization. Language localization differs from translation activity because it involves a comprehensive study of the target culture in order to correctly adapt the product to local needs. Localisation can be referred to by the numeronym L10N (as in: "L," followed by ten more letters, and then "N"). The localisation process is most generally related to the cultural adaptation and translation of software, video games and websites, as well as audio/voiceover, video or other multimedia content, and less frequently to any written translation (which may also involve cultural adaptation processes). Localisation can be done for regions or countries where people speak different languages or where the same language is spoken: for instance, different dialects of Spanish, with different idioms, are spoken in Spain and in Latin American countries. This updated and expanded second edition of Book provides a user-friendly introduction to the subject, Taking a clear structural framework, it guides the reader through the subject's core elements. A flowing writing style combines with the use of illustrations and diagrams throughout the text to ensure the reader understands even the most complex of concepts. This succinct and enlightening overview is a required reading for all those interested in the subject . We hope you find this book useful in shaping your future career & Business.

Localization in Your Pocket

Author : Edna Barros
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Language localisation is the process of adapting a product that has been previously translated into multiple languages to a specific country or region (from Latin locus (place) and the English term locale, "a place where something happens or is set"). It is the second phase of a larger process of product translation and cultural adaptation (for specific countries, regions or groups) to account for differences in distinct markets, a process known as internationalization and localization. Language localization differs from translation activity because it involves a comprehensive study of the target culture in order to correctly adapt the product to local needs. Localisation can be referred to by the numeronym L10N (as in: "L," followed by ten more letters, and then "N"). The localisation process is most generally related to the cultural adaptation and translation of software, video games and websites, as well as audio/voiceover, video or other multimedia content, and less frequently to any written translation (which may also involve cultural adaptation processes). Localisation can be done for regions or countries where people speak different languages or where the same language is spoken: for instance, different dialects of Spanish, with different idioms, are spoken in Spain and in Latin American countries. This updated and expanded second edition of Book provides a user-friendly introduction to the subject, Taking a clear structural framework, it guides the reader through the subject's core elements. A flowing writing style combines with the use of illustrations and diagrams throughout the text to ensure the reader understands even the most complex of concepts. This succinct and enlightening overview is a required reading for all those interested in the subject . We hope you find this book useful in shaping your future career & Business.

Localization for Students

Author : Anthony Gardner
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Language localisation is the process of adapting a product that has been previously translated into multiple languages to a specific country or region (from Latin locus (place) and the English term locale, "a place where something happens or is set"). It is the second phase of a larger process of product translation and cultural adaptation (for specific countries, regions or groups) to account for differences in distinct markets, a process known as internationalization and localization. Language localization differs from translation activity because it involves a comprehensive study of the target culture in order to correctly adapt the product to local needs. Localisation can be referred to by the numeronym L10N (as in: "L," followed by ten more letters, and then "N"). The localisation process is most generally related to the cultural adaptation and translation of software, video games and websites, as well as audio/voiceover, video or other multimedia content, and less frequently to any written translation (which may also involve cultural adaptation processes). Localisation can be done for regions or countries where people speak different languages or where the same language is spoken: for instance, different dialects of Spanish, with different idioms, are spoken in Spain and in Latin American countries. This updated and expanded second edition of Book provides a user-friendly introduction to the subject, Taking a clear structural framework, it guides the reader through the subject's core elements. A flowing writing style combines with the use of illustrations and diagrams throughout the text to ensure the reader understands even the most complex of concepts. This succinct and enlightening overview is a required reading for all those interested in the subject . We hope you find this book useful in shaping your future career & Business.

Localization Nin Your Pocket

Author : Dylan Skinner
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Language localisation is the process of adapting a product that has been previously translated into multiple languages to a specific country or region (from Latin locus (place) and the English term locale, "a place where something happens or is set"). It is the second phase of a larger process of product translation and cultural adaptation (for specific countries, regions or groups) to account for differences in distinct markets, a process known as internationalization and localization. Language localization differs from translation activity because it involves a comprehensive study of the target culture in order to correctly adapt the product to local needs. Localisation can be referred to by the numeronym L10N (as in: "L," followed by ten more letters, and then "N"). The localisation process is most generally related to the cultural adaptation and translation of software, video games and websites, as well as audio/voiceover, video or other multimedia content, and less frequently to any written translation (which may also involve cultural adaptation processes). Localisation can be done for regions or countries where people speak different languages or where the same language is spoken: for instance, different dialects of Spanish, with different idioms, are spoken in Spain and in Latin American countries. This updated and expanded second edition of Book provides a user-friendly introduction to the subject, Taking a clear structural framework, it guides the reader through the subject's core elements. A flowing writing style combines with the use of illustrations and diagrams throughout the text to ensure the reader understands even the most complex of concepts. This succinct and enlightening overview is a required reading for all those interested in the subject . We hope you find this book useful in shaping your future career & Business.

Dive in Localization

Author : Leona Lambert
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Language localisation is the process of adapting a product that has been previously translated into multiple languages to a specific country or region (from Latin locus (place) and the English term locale, "a place where something happens or is set"). It is the second phase of a larger process of product translation and cultural adaptation (for specific countries, regions or groups) to account for differences in distinct markets, a process known as internationalization and localization. Language localization differs from translation activity because it involves a comprehensive study of the target culture in order to correctly adapt the product to local needs. Localisation can be referred to by the numeronym L10N (as in: "L," followed by ten more letters, and then "N"). The localisation process is most generally related to the cultural adaptation and translation of software, video games and websites, as well as audio/voiceover, video or other multimedia content, and less frequently to any written translation (which may also involve cultural adaptation processes). Localisation can be done for regions or countries where people speak different languages or where the same language is spoken: for instance, different dialects of Spanish, with different idioms, are spoken in Spain and in Latin American countries. This updated and expanded second edition of Book provides a user-friendly introduction to the subject, Taking a clear structural framework, it guides the reader through the subject's core elements. A flowing writing style combines with the use of illustrations and diagrams throughout the text to ensure the reader understands even the most complex of concepts. This succinct and enlightening overview is a required reading for all those interested in the subject . We hope you find this book useful in shaping your future career & Business.

Localization Winner

Author : Natasha Fowler
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Language localisation is the process of adapting a product that has been previously translated into multiple languages to a specific country or region (from Latin locus (place) and the English term locale, "a place where something happens or is set"). It is the second phase of a larger process of product translation and cultural adaptation (for specific countries, regions or groups) to account for differences in distinct markets, a process known as internationalization and localization. Language localization differs from translation activity because it involves a comprehensive study of the target culture in order to correctly adapt the product to local needs. Localisation can be referred to by the numeronym L10N (as in: "L," followed by ten more letters, and then "N"). The localisation process is most generally related to the cultural adaptation and translation of software, video games and websites, as well as audio/voiceover, video or other multimedia content, and less frequently to any written translation (which may also involve cultural adaptation processes). Localisation can be done for regions or countries where people speak different languages or where the same language is spoken: for instance, different dialects of Spanish, with different idioms, are spoken in Spain and in Latin American countries. This updated and expanded second edition of Book provides a user-friendly introduction to the subject, Taking a clear structural framework, it guides the reader through the subject's core elements. A flowing writing style combines with the use of illustrations and diagrams throughout the text to ensure the reader understands even the most complex of concepts. This succinct and enlightening overview is a required reading for all those interested in the subject . We hope you find this book useful in shaping your future career & Business.