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Unspeakable puns: kanji-dependent wordplay as a localization strategy in Japanese

机译:无法形容的双关语:汉字依赖歌词作为日语的本地化策略

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This study examines the multifaceted use of kanji-play in the Japanese localization of the online card game Hearthstone. The kanji script's ability to represent sound and meaning has resulted in a long history of language play within Japan, but its use as a method of localizing humor into Japanese has seen little attention. As kanji-play is inherently absent in English, its use in localization tempts description as a way of compensating for untranslated wordplay in an original text. However, analysis of the kanji use throughout Hearthstone finds that novel selections of kanji are involved in simultaneously satisfying multiple macro- and micro-level localization strategies. The kanji-based puns assist in recreating the wordplay-heavy user experience from the English Hearthstone version while also working to translate nuances of original text, create thematic connections, and engage players with both Hearthstone and the Warcraft universe it exists within, serving as an important element of the Japanese localizers' toolkit.
机译:本研究探讨了在日本在线纸牌游戏炉石的日本本土化中的汉字游戏的多方面使用。汉字剧本代表声音和意义的能力导致了日本内的语言播放历史悠久,但它作为一种将幽默定位到日语的方法的用途很少受到关注。正如汉字游戏在英语中固有的,它在本地化中的使用诱使描述作为补偿原始文本中未翻译的WordPlay的一种方式。然而,汉字在赫涅斯通的分析发现,新颖的Kanji选择同时满足多个宏观和微级定位策略。基于Kanji的双关语协助重新创建英文炉尾版本的WordPlay-Shife用户体验,同时还致力于翻译原始文本的细微差别,创建主题连接,并使用Hearthstone和魔兽级宇宙聘用,它存在于其中日本本地化器工具包的重要元素。

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