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Game Localization

机译:游戏本地化

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摘要

It was about time we saw an academic monograph on game localization. Admittedly, the Game Localization Handbook (Chandler, 2005) has been around for a few years, but from a translation studies (TS) point of view this monograph by O'Hagan and Mangiron is sorely needed and is an invaluable contribution to the field. What these two experts have done is to look at the emergent discipline of game localization from a TS perspective, which is very proper, even if the relationship between translation and localization is an ambivalent one. This is in fact discussed at length in the book: is translation to be seen as a part of the localization process or is localization an aspect of translation? The point is not definitely settled, and seems to be a question of perspective: the former could be said to be the case from an industry point of view and the latter from a TS point of view. Anyway, game localization has not previously been treated seriously enough in academic circles, even less so than other forms of localization, and the reasons for this may stem from early efforts in the field, which grew out of the experiential factor, with practitioners describing their work; similar to the humble origins of audiovisual translation. Also, the paucity of serious scholarly interest may be due to a rather patronizing attitude towards video games as being merely a form of entertainment and not as proper cultural products, an attitude that scholars in audiovisual translation have faced for many years. In view of this attitude one might remind oneself, as the writers do, that video games rival both the movie and the music industries in gross revenues, and that games are played in the vast majority of First World households.
机译:大约是时候,我们看到了有关游戏本地化的学术专着。诚然,《游戏本地化手册》(Chandler,2005年)已经存在了几年,但是从翻译研究(TS)的角度来看,这本由O'Hagan和Mangiron撰写的专着非常必要,并且对该领域做出了宝贵的贡献。这两位专家所做的是从TS的角度看待游戏本地化的新兴学科,这是非常恰当的,即使翻译和本地化之间的关系存在矛盾。实际上,这在本书中进行了详尽的讨论:翻译是被视为本地化过程的一部分,还是本地化是翻译的一个方面?这个观点并不确定,似乎是一个角度问题:从行业角度可以说是前者,从TS角度可以说是前者。无论如何,游戏本地化以前在学术界没有得到足够重视,甚至没有其他形式的本地化那么严重,其原因可能是由于该领域的早期努力而产生的,而这种努力是出于经验因素而来的,从业人员描述了他们的努力。工作;类似于视听翻译的卑微渊源。另外,缺乏真正的学术兴趣可能是由于人们对视频游戏的光顾态度仅仅因为是一种娱乐形式,而不是作为适当的文化产品,这是视听翻译学者多年来面临的一种态度。鉴于这种态度,人们可能会像作家一样提醒自己,视频游戏在总收入方面可与电影和音乐行业匹敌,而且游戏在第一世界的绝大多数家庭中都可以玩。

著录项

  • 来源
    《Perspectives: studies in translatology》 |2015年第1期|157-158|共2页
  • 作者

    Jan Pedersen;

  • 作者单位

    The Institute for Interpreting and Translation Studies, Department of Swedish Language and Multilingualism, Stockholm University;

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  • 原文格式 PDF
  • 正文语种 eng
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  • 入库时间 2022-08-17 13:50:00

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