Game localization [[electronic resource] ] : translating for the global digital entertainment industry / / Minako O'Hagan, Carmen Mangiron |
Autore | O'Hagan Minako |
Pubbl/distr/stampa | Amsterdam, : John Benjamins, 2013 |
Descrizione fisica | xii, 374 p. : ill |
Disciplina | 418/.020285 |
Altri autori (Persone) | MangironCarmen |
Collana | Benjamins translation library |
Soggetto topico |
Multimedia systems - Research
Audio-visual equipment - Technological innovations Translating and interpreting - Technological innovations Computer games - Programming |
Soggetto genere / forma | Electronic books. |
ISBN | 90-272-7186-0 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910453140603321 |
O'Hagan Minako | ||
Amsterdam, : John Benjamins, 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Game localization [[electronic resource] ] : translating for the global digital entertainment industry / / Minako O'Hagan, Carmen Mangiron |
Autore | O'Hagan Minako |
Pubbl/distr/stampa | Amsterdam, : John Benjamins, 2013 |
Descrizione fisica | xii, 374 p. : ill |
Disciplina | 418/.020285 |
Altri autori (Persone) | MangironCarmen |
Collana | Benjamins translation library |
Soggetto topico |
Multimedia systems - Research
Audio-visual equipment - Technological innovations Translating and interpreting - Technological innovations Video games - Programming |
ISBN | 90-272-7186-0 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910779975003321 |
O'Hagan Minako | ||
Amsterdam, : John Benjamins, 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Game localization [[electronic resource] ] : translating for the global digital entertainment industry / / Minako O'Hagan, Carmen Mangiron |
Autore | O'Hagan Minako |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Amsterdam, : John Benjamins, 2013 |
Descrizione fisica | xii, 374 p. : ill |
Disciplina | 418/.020285 |
Altri autori (Persone) | MangironCarmen |
Collana | Benjamins translation library |
Soggetto topico |
Multimedia systems - Research
Audio-visual equipment - Technological innovations Translating and interpreting - Technological innovations Video games - Programming |
ISBN | 90-272-7186-0 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Game Localization -- Editorial page -- Title page -- LCC page -- Table of contents -- Figures and tables -- Acknowledgements -- About this book -- Aim and structure of the book -- Target readers -- Conventions used in this book -- Glossary -- Prologue -- Introduction -- Rationale -- Context -- An overview of translation studies research trajectories in game localization -- General trends in game localization research -- Key research areas -- Approach -- 1. The video game and translation -- Introduction -- 1.1 A historical sketch of video game localization -- 1.1.1 Early days: Before the mid-1980s -- 1.1.2 Growth phase: The mid-1980s to mid-1990s -- 1.1.3 Development phase: The mid- to late 1990s -- 1.1.4 Maturing phase: Early 2000 to 2005 -- 1.1.5 Advancing phase: 2005 to the present -- 1.2 Video games: Domain, terminology and characteristics -- 1.2.1 Key terminology: Video game vs. computer game -- 1.2.2 Defining a video game -- 1.2.3 Game genres -- 1.2.4 Video games as transmedia -- 1.2.5 Video game theory: Narrative theory versus play theory -- 1.3 The structure of the video game industry -- 2. The localization paradigm: Localization versus translation -- Introduction -- 2.1 Software localization defined by practice: Internationalization -- 2.2 New dimensions of localization -- 2.2.1 Cultural representations and adaptation required in software localization -- 2.2.2 Localization facilitated by technology -- 2.3 Localization in Translation Studies -- 2.4 Game localization or game translation? -- 2.5 An absence of agency in localization speak -- 3. Game localization: A practical dimension -- Introduction -- 3.1 Video games and GILT: Localization-friendly game development -- 3.2 Game localization models -- 3.2.1 Outsourcing model -- 3.2.2 In-house model -- 3.3 Game assets requiring localization -- 3.3.1 In-game text -- 3.3.2 Art assets.
3.3.3 Audio and cinematic assets -- 3.3.4 Printed materials -- 3.4 The localization process -- 3.4.1 Pre-localization -- 3.4.2 Translation -- 3.4.3 Editing -- 3.4.4 Recording -- 3.4.5 Post-localization -- 3.4.6 Submission of release candidate version -- 3.4.7 Production and distribution -- 3.4.8 Game localization scenario -- 3.5 Levels of localization -- 3.6 Tools used in game translation -- 4. Translating video games: New vistas for transcreation -- Introduction -- 4.1 Game text taxonomy and text function -- 4.1.1 Game text: Play and narrative dimensions -- 4.1.2 Game text taxonomy and translation -- 4.2 Translation strategies applied in game localization -- 4.2.1 Translation strategies for pragmatic translation problems -- 4.2.2 Translation strategies for interlingual translation problems -- 4.3 A brief case study of Square Enix -- 4.3.1 Overview -- 4.3.2 Examples of innovation and appropriation of translation -- 4.4 The translator as a creative agent: Game localization as transcreation -- 4.4.1 Internal knowledge versus external knowledge as professional norms versus expectancy norms -- 4.4.2 Translator's agency and transcreation -- 5. Cultural contexts of game production: Patronage and rewriting in the digital age -- Introduction -- 5.1 Video games as cultural products -- 5.1.1 Game culture: Japan versus the US -- 5.1.2 Cultural content in games and cultural localization -- 5.2 Cultural adjustments -- 5.2.1 Mandatory requirements for changes -- 5.2.2 Market-driven adjustments: Market relevance and preferences -- 5.3 Culture of game production: Power game -- 5.4 Game localization as rewriting -- 6. Pedagogical issues in training game localizers -- Introduction -- 6.1 Game localization as an emerging professional translation activity -- 6.2 Training future game localizers -- 6.2.1 Game localizers' competence -- 6.2.2 Course design. 6.2.3 Assessment -- 6.3 Teaching materials and human resources -- 6.3.1 The eCoLoMedia game localization course -- 6.4 Pedagogy in game localization: A vocational or an academic focus? -- 7. Game localization research in Translation Studies -- Introduction -- 7.1 Game localization and accessibility research -- 7.1.1 Game accessibility and accessibility barriers in video games -- 7.1.2 Benefits of game accessibility -- 7.1.3 Research on game accessibility -- 7.2 Game localization and fan studies: Fans as co-creators -- 7.2.1 Fan culture represented in the form of fan work -- 7.2.2 Fan translation: Translation hacking and crowdsourcing -- 7.2.3 Fan translator expertise versus professional expertise -- 7.3 A new research direction in Translation Studies: User-focused empirical research -- 7.3.1 Player experience studies -- 7.3.2 Natural language interaction through AI, chatbot, and speech recognition -- Conclusion -- Game localization, game translation or game transcreation? -- Translation quality and users -- Localization directionality and regional variations of language -- International game design and internationalization -- Technology applications and the future of game localization -- References -- Gameography -- Appendix. Postgraduate courses in game localization in Spain -- Index. |
Record Nr. | UNINA-9910814619703321 |
O'Hagan Minako | ||
Amsterdam, : John Benjamins, 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|