La Localización De Videojuegos Del Japonés Al Español

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La Localización De Videojuegos Del Japonés Al Español UNIVERSIDAD DE GRANADA DOCTORADO EN LENGUAS, TEXTOS Y CONTEXTOS LA LOCALIZACIÓN DE VIDEOJUEGOS DEL JAPONÉS AL ESPAÑOL. PERSPECTIVAS TRADUCTOLÓGICAS, LINGÜÍSTICAS Y TÉCNICAS. Autora: Directora: Alicia Casado Valenzuela Dra. María Isabel Tercedor Sánchez Codirectora: Dra. María Amparo Montaner Montava 24 de julio de 2018 Editor: Universidad de Granada. Tesis Doctorales Autor: Alicia Casado Valenzuela ISBN: 978-84-9163-978-7 URI: http://hdl.handle.net/10481/53470 Resumen En esta tesis se aborda la localización de videojuegos desde el japonés al español (también teniendo en cuenta cuando pasan por el inglés como lengua intermedia, es decir, una traducción indirecta) desde tres perspectivas: traductológica, lingüística y tecnológica. Para ello se propone un modelo de análisis de localización de videojuegos holístico que está dividido en las tres perspectivas anteriormente mencionadas, basándonos en las investigaciones más relevantes de diversos autores tales como Hurtado Albir (2016) o Hatim y Mason (1990) y que ahonda en conceptos tales como la domesticación y la extranjerización (Venuti, 1995) o la transcreación (Mangiron y O’Hagan, 2006). Se busca la influencia de estos elementos a la hora de crear productos localizados de calidad, y por ello, se ha creado y aplicado también un modelo de análisis de calidad orientado hacia los videojuegos localizados desde el japonés hacia el español. Se han obtenido resultados interesantes gracias a la aplicación del modelo, tales como el descubrimiento de tendencias universales de traducción en los videojuegos, que hemos denominado universales de localización. Abstract In this doctoral thesis the localization of video games from Japanese into Spanish (also taking into consideration when English was used for making an indirect translation) is studied from three perspectives: translatological, linguistic and technological. For that purpose we propose an holistic video game localization analysis model that is divided into the three perspectives that we mentioned before, taking into consideration some pieces of research from relevant authors such as Hurtado Albir (2016) or Hatim and Mason (1990), which delves into concepts such as domestication and foreignization (Venuti, 1995) or transcreation (Mangiron and O’Hagan, 2006). We look for the influence of these elements on the creation of localized quality products. For that purpose, a QA model for Japanese video game localization has been created and implemented. Interesting results have been achieved through the application of the model, such as the finding of translation universals in video games that may be called localization universals. — I — — II — Agradecimientos Quisiera agradecer su inestimable ayuda con la dirección de esta tesis a las doctoras María Isabel Tercedor Sánchez y María Amparo Montaner Montava, sin ellas este interesante proyecto no hubiera sido posible. También quisiera agradecer al doctor Nobuo Ignacio López Sako por enseñarme lo apasionante que es la investigación y la lingüística. También a mi profesor de japonés, Óscar Kloster, por haberme enseñado el idioma con paciencia y dedicación durante casi 10 años. Por último quisiera dar agradecimientos a mi familia, mi pareja Óscar Gómez y a mis amigos, cuyo apoyo siempre ha estado presente. A todos vosotros, muchas gracias por haber estado siempre ahí. — III — — IV — ÍNDICE GENERAL CAPÍTULO I. INTRODUCCIÓN ................................................................................................ 1 1.1. Motivación .................................................................................................................... 3 1.2. Preguntas de investigación ............................................................................................ 4 1.3. Objetivos ....................................................................................................................... 4 1.4. Estructura de la tesis ...................................................................................................... 5 CAPÍTULO II. CARACTERIZACIÓN DEL OBJETO DE ESTUDIO ....................................... 9 2.1. Los videojuegos: recorrido histórico ........................................................................... 10 2.2. Los videojuegos: tipologías ......................................................................................... 20 2.3. Los videojuegos Pokémon ........................................................................................... 25 2.4. El anime ...................................................................................................................... 27 2.5. El manga ...................................................................................................................... 28 2.6. El merchandising......................................................................................................... 29 2.7. Influencia y recepción del videojuego Pokémon en la cultura japonesa y en el extranjero................................................................................................................................. 30 CAPÍTULO III. MARCO TEÓRICO I: LA LENGUA JAPONESA ..................................... 33 3.1. Sistema de escritura ..................................................................................................... 34 3.2. Gramática .................................................................................................................... 36 3.3. Fonética y fonología .................................................................................................... 40 3.4. Semántica .................................................................................................................... 41 3.5. Pragmática ................................................................................................................... 43 3.6. El idioma japonés: características de su sistema de cortesía, el lenguaje femenino y las onomatopeyas en contraste con el inglés y el español ............................................................ 44 3.7. Las dificultades de traducción en la combinación japonés-español ............................ 56 3.8. La importancia del inglés en el idioma japonés .......................................................... 58 CAPÍTULO IV. MARCO TEÓRICO II: PERSPECTIVAS DE ESTUDIO DE LOS VIDEOJUEGOS Y ANÁLISIS DE LA CALIDAD DE LOS MISMOS ................................... 61 4.1. Perspectiva traductológica ........................................................................................... 62 — V — 4.1.1. La localización .................................................................................................... 62 4.1.2. La localización de videojuegos del japonés al español: peculiaridades específicas inherentes a esta combinación lingüística ........................................................................... 68 4.1.3. La traducción y la traductología en relación con la localización ........................ 73 4.1.4. La paratraducción ................................................................................................ 75 4.1.5. La traducción indirecta y directa ......................................................................... 77 4.1.6. Los universales de traducción ............................................................................. 78 4.1.7. Los errores de traducción .................................................................................... 91 4.2. Perspectiva lingüística ................................................................................................. 93 4.2.1. La dimensión comunicativa (según Hatim y Mason) .......................................... 96 4.2.2. La dimensión pragmática (según Hatim y Mason).............................................. 98 4.2.3. La dimensión semiótica (según Hatim y Mason) .............................................. 104 4.2.4. Aspectos lingüísticos de importancia que no recogen Hatim y Mason (1990) . 107 4.3. Perspectiva técnica de la localización ....................................................................... 114 4.3.1. Las mayúsculas y otras cuestiones ortotipográficas .......................................... 114 4.3.2. Los problemas de espacio y las variables .......................................................... 115 4.3.3. Los caracteres .................................................................................................... 116 4.4. Otros temas relevantes en el estudio de los videojuegos ........................................... 116 4.5. Análisis y evaluación de la calidad de las traducciones y localizaciones ................. 118 4.6. Recapitulación ........................................................................................................... 129 CAPÍTULO V. METODOLOGÍA ............................................................................................ 131 5.1. Introducción general .................................................................................................. 132 5.2. La lingüística de corpus ............................................................................................. 133 5.3. El proceso de anotación y herramientas utilizadas .................................................... 134 5.4. Materiales .................................................................................................................. 136 5.5. El corpus ...................................................................................................................
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