2007
DOI: 10.1080/09076760708669046
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Video Games Localisation: Posing New Challenges to the Translator

Abstract: Video games localisation is an emerging type of translation that has deserved very little attention from a translation studies perspective to date. This article discusses what is involved in video game localisation, what assets need to be localised, what the different localisation models are and what translator competence is required in order to localise video games successfully. It also emphasises the need to encourage the study of this new discipline and the training of translators who have the skills and co… Show more

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Cited by 26 publications
(3 citation statements)
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“…According to Hevia (2007), successful localization is categorized by how it affects the player experience by maintaining the gameplay look and feel of the original. This indicates the issue that is present in Dungeons and Dragons.…”
Section: Dungeons Andmentioning
confidence: 99%
“…According to Hevia (2007), successful localization is categorized by how it affects the player experience by maintaining the gameplay look and feel of the original. This indicates the issue that is present in Dungeons and Dragons.…”
Section: Dungeons Andmentioning
confidence: 99%
“…R. Abdul Wahid et al, 2019;Freedman, 2018;Freedman & Slade, 2018), as well as gender and sexualities (Chan, 2017;Darlington & Cooper, 2010;Lewicki, 2022;Ting, 2019), among numerous others. Within the realm of translation studies, research on manga translations and scanlations (Sell, 2011) ranges from issues surrounding localisations (Hevia, 2007;Maser, 2020;Schodt, 2016), adaptation (Zanettin, 2014(Zanettin, , 2018, danmaku subtitling or online collaborative translation (Yang, 2021), automated or machine translations (Hinami et al, 2021;Sharif et al, 2021), use of notes in scanlations (Fabbretti, 2016;Okyayuz, 2017) and manga translations as a pedagogical tool (Furuhata-turner, 2013;Rohan et al, 2021). In the Malay/ Bahasa Indonesiaspeaking region, studies on manga translation cover the translation of humour and onomatopoeia in manga (Chow & Che Omar, 2019), as well as aspects of translation procedures and intercultural communication Ningsih & Hidayat, 2018;Salsabila & Laksman-Huntley, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…The localization process described from a software perspective involves creating a localization-friendly product through planning for localization, having technical support for multiple languages and other variables such as measuring units and currencies [11]. From a media perspective, i.e., film and television, the focus on localization work often lies on subtitling and audio dubbing [12]. Localization from a software and a media perspective is relatively straight forward where a localizationfriendly development process is defined [13].…”
Section: Introductionmentioning
confidence: 99%