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Game localisation: unleashing imagination with ‘restricted’ translation

机译:游戏本地化:通过“受限”翻译释放想象力

摘要

From its humble beginning in the 1970s, the video games industry has flourished and become a world-wide phenomenon. Although most games are developed in Japanese and English, the globalisation of popular culture and the desire to expand to new markets have led most producers to localise their games into many target language versions. This has brought about the emergence of a new field in translation, game localisation, which combines elements of audiovisual translation and software localisation. This paper looks at the specific features of game localisation which give it its unique nature. It examines the priorities and constraints associated with translation of this particular genre, which relies heavily on imagination and creativity to deliver a satisfactory game experience. Using as a case study the best-selling PlayStation series, Final Fantasy, examples are presented to illustrate the challenges game localisers face, focusing particularly on linguistic and cultural issues.
机译:从1970年代的不起眼开始,视频游戏产业就蓬勃发展,并已成为世界性的现象。尽管大多数游戏都是用日语和英语开发的,但流行文化的全球化和向新市场扩展的渴望促使大多数制作人将其游戏本地化为许多目标语言版本。这带来了翻译,游戏本地化等新领域的出现,该领域结合了视听翻译和软件本地化的要素。本文着眼于游戏本地化的特殊功能,使其具有独特的性质。它检查了与该特定类型的翻译相关的优先级和约束条件,而后者在很大程度上取决于想象力和创造力,以提供令人满意的游戏体验。以最畅销的PlayStation系列游戏《最终幻想》为案例,给出了一些实例来说明游戏本地化人员所面临的挑战,尤其是在语言和文化问题上。

著录项

  • 作者

    Mangiron i Hevia Carme;

  • 作者单位
  • 年度 2006
  • 总页数
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类

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