2018
DOI: 10.17851/1983-3652.11.1.103-120
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Teaching video game translation: first steps, systems and hands-on experience / Ensinando tradução de videogame: primeiros passos, sistemas e experiência prática

Abstract: Despite the significant growth of the game localization industry in the past years, translation undergraduate curricula in Brazil still lacks formal training in game localization, often leaving novice translators no alternative but to search for the required skills informally in game translation communities. Designing a video game localization course in translation undergraduate programs in public universities is a complex task in today’s reality, particularly due to limited access to free and authentic materi… Show more

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Cited by 6 publications
(1 citation statement)
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“…Studies of interlingual subtitling, and audiovisual translation in general, indicate that this activity in itself requires: "l'elaborazione complessiva di un prodotto multimediale, e non solo delle sue componenti linguistiche" (the overall processing of a multimedia product, and not just its linguistic components) 1 (Heiss 1996). Moreover, there is little literature on the phenomenon of video games translation as a teaching activity, and few established guidelines, especially for Japanese: "[t]he scarcity of VGLOC courses available at the moment is paradoxically opposed to the growing demand for video games in every language" (Granell 2011, 188), yet VGLOC courses are offered by private institutes in Europe and the UK, as well as in the United States, and academic literature has for the moment been identified for Brazil (Esqueda, Stupiello 2018), Spain (Granell 2011) and the Netherlands (Sleegers 2018). Nevertheless, it is possible to draw on studies of audiovisual translation in general for the translation of 'cutscenes' (i.e.…”
Section: Translating a Video Game As A Didactic Activitymentioning
confidence: 99%
“…Studies of interlingual subtitling, and audiovisual translation in general, indicate that this activity in itself requires: "l'elaborazione complessiva di un prodotto multimediale, e non solo delle sue componenti linguistiche" (the overall processing of a multimedia product, and not just its linguistic components) 1 (Heiss 1996). Moreover, there is little literature on the phenomenon of video games translation as a teaching activity, and few established guidelines, especially for Japanese: "[t]he scarcity of VGLOC courses available at the moment is paradoxically opposed to the growing demand for video games in every language" (Granell 2011, 188), yet VGLOC courses are offered by private institutes in Europe and the UK, as well as in the United States, and academic literature has for the moment been identified for Brazil (Esqueda, Stupiello 2018), Spain (Granell 2011) and the Netherlands (Sleegers 2018). Nevertheless, it is possible to draw on studies of audiovisual translation in general for the translation of 'cutscenes' (i.e.…”
Section: Translating a Video Game As A Didactic Activitymentioning
confidence: 99%