5Th INTERNATIONAL CONFERENCE on VIDEO GAME TRANSLATION

Total Page:16

File Type:pdf, Size:1020Kb

5Th INTERNATIONAL CONFERENCE on VIDEO GAME TRANSLATION FUN FOR ALL 2 2 2 2 2 2 2 2 2 2 C2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 5th INTERNATIONAL CONFERENCE 2 ON VIDEO GAME TRANSLATION 2 AND ACCESSIBILITY 2 2 2 Residència d'Investigadors de Barcelona 2 2 2 2 2 2 7th and 8th June, 2018 2 2 2 2 2 2 2 2 2 2 2 . C . 2 2 2 TABLE OF CONTENTS TABLE OF CONTENTS .................................................................................................. 2 CONFERENCE ORGANISERS ...................................................................................... 3 FOREWORD .................................................................................................................. 4 CONFERENCE PROGRAMME – Day 1 ......................................................................... 5 CONFERENCE PROGRAMME – Day 2 ......................................................................... 6 VENUES ......................................................................................................................... 8 KEYNOTE SPEAKER – Day 1 ........................................................................................ 9 Jérôme Dupire ........................................................................................................ 9 KEYNOTE SPEAKER – Day 2 ...................................................................................... 10 Miguel Ángel Bernal-Merino ................................................................................. 10 SPEAKERS .................................................................................................................. 11 LIST OF SPEAKERS .................................................................................................... 37 2 CONFERENCE ORGANISERS § TransMedia Catalonia Research Group Sponsors: § Bridge Multimedia § Sub-ti Subtitles 3 FOREWORD The video game industry has become a worldwide phenomenon, generating millions in revenue every year. Video games are increasingly becoming more elaborate and sophisticated, with advanced graphics and intricate story lines, and developers and publishers need to reach the widest possible audience in order to maximise their return on investment. Translating games into other languages and designing games that can be played for a wide spectrum of players, regardless of their (dis)ability, are two obvious ways to contribute to increasing the audience for the game industry. In addition, games are increasingly being used for “serious” purposes beyond entertainment, such as education, and such games should also be designed inclusively, to facilitate access to them by all types of players. Research on game translation, localization and accessibility has been gaining momentum in recent years. In particular, the number of studies analysing game translation and localisation from different perspectives has increased dramatically, while game accessibility remains a relatively unexplored topic. The Fun for All: 5th International Conference on Game Translation and Accessibility - Current Trends and Future Developments aims to bring together professionals, scholars, practitioners and other interested parties to explore game localisation and accessibility in theory and practice, to discuss the linguistic and cultural dimensions of game localisation, to investigate the relevance and application of translation theory for this very specific and rapidly expanding translational genre, and to analyse the challenges game accessibility poses to the industry and how to overcome them. The successful previous editions of the Fun for All: International Conference on Translation and Accessibility in Video Games, held at the Universitat Autònoma de Barcelona in 2010, 2012, 2014, and 2016 have become a meeting point for academy and professionals working in the game industry and the game localisation industry, as well as students and translators interested in this field. The fifth edition of the Fun for All Conference aims to continue fostering the interdisciplinary debate in these fields, to consolidate them as academic areas of research and to contribute to the development of best practices. THE ORGANISING COMMITTEE TransMedia Catalonia Research Group Universitat Autònoma de Barcelona [email protected] June, 2018 4 CONFERENCE PROGRAMME – Day 1 THURSDAY, 7th JUNE 2018 08:30 - 09:00 Registration 09:00 – 09:15 Opening proceedings by Carme Mangiron, TransMedia Catalonia Research Group 09:15 – 10:15 KEYNOTE LECTURE Jérôme Dupire, CEDRIC/CNAM: Video game accessibility in 2018: what we did, what we do and what could be done 10:15 – 11:45 PANEL 1: Serious Games and Applications / Chair: Xiaochun Zhang — Minako O'Hagan, University of Auckland: Captions on Holodeck: Exploring the use of Augmented Reality to project lecture captions to improve learner experience at university — José Ramón Calvo-Ferrer, José Ramón Belda, Universitat d'Alacant: Assessing language proficiency in translator and interpreter training with video games: An ongoing project — Rafael Müller Galhardi, Translator: A Translation gaming app Coffee Break (11:45 - 12:15) 12:15 – 13:45 PANEL 2: Game Accessibility / Chair: José Ramón Calvo — Tomás Costal, Pilar Rodríguez-Arancón, UNED: Panorama of video game dubbing and accessibility in Spain — Carlos Escalona, Cristian Marín, Universidad de Cádiz: Audio describing videogames: A case study — Ivan Borshchevsky, Alexey Kozulyaev, Rufilms LLC: Making Video Games Accessible to the Visually Impaired Users in Russia: Trends and Challenges Lunch (13:45 - 14:45) 14:45 – 16:30 PANEL 3: Game Accessibility and Game Localisation: Research and terminological issues / Chair: Minako O'Hagan — Tomás Costal, Pilar Rodríguez-Arancón, UNED: From Intractable to Hyperaccessible: The Current State of Video Game Subtitling — Laura Mejías, Universitat Jaume I: The Interactive Nature of Video Games: Implications for Research — Ximo Granell, Universitat Jaume I: Early Research in Video Game Localisation: mapping dissertations at university — Miguel Ferreiro, Universidad de Salamanca: Game Localisation and Terminology: Brief research about the use of terminology in video games Coffee Break (16:30 - 17:00) 17:00 – 19:00 PANEL 4: Game Localisation: Localisation of Japanese Games and localisation for Specific Territories / Chair: Carme Mangiron — Tomás Grau de Pablos, Universitat Autònoma de Barcelona: The Quest for Authenticity: Determining the Nature of Japaneseness in Formal and Informal Localization — Dominik Kudła, University of Warsaw: Video Game Localisation in Poland – A Diachronic 5 Look — Luo Dong, Universitat Autònoma de Barcelona: Game Localisation for the Chinese Market — Phatchawalan Na-Nakhon, Mahidol University, Thailand: “Class Zero, Commencing Maneuvers”: Localization of Final Fantasy Type-0 HD from English into Thai Conference social dinner (Thursday, 7th June 2018 – 8:00 pm) MAMA CAFÉ RESTAURANT Carrer Doctor Dou, 10 http://www.mamacaferestaurant.com/ Nearest underground stations: L3 Catalunya / L3 Liceu (Green Line) L1 Catalunya / L1 Universitat (Red Line) CONFERENCE PROGRAMME – Day 2 FRIDAY, 8th JUNE 2018 09:00 – 10:00 KEYNOTE LECTURE Miguel Ángel Bernal-Merino, University of Roehampton: Playability and multimodality in game localisation 10:00 – 11:30 PANEL 1: Game localisation: Industry Perspectives and Models / Chair: Tomás Grau Leticia Sáenz, Manuela Ceccoli, Keywords Studios: How to Level Up your Loc — — Felipe Mercader, Freelance Game Translator: Economics and Investment in Game Localization: Impact of Localization on Sales, Mutation of EFIGS due to New-Emerging Markets, and the Spanish Situation — Francesca Pezzoli, Ricardo Lausdei, Università degli Studi di Bologna: An Innovative Game Localization Model: Multileveled Virtual Teams Coffee break (11:30 - 12:00) 12:00 – 13:30 PANEL 2: Game localisation: Processes, Technology and Risk Management / Chair: Pablo Muñoz Marcus Toftedahl, University of Skövde: Localization in Indie Game Production — Jordi Arnal, Kaneda Games: The Localization Technology behind Kaneda Games — — Xiaochun Zhang, University of Bristol: Risk Management in Game Localisation Lunch (13:30 - 14:30) 14:30 – 16:30 PANEL 3: Game localisation: Case Studies / Chair: Miquel Pujol — Natalia Jaén, Universitat Autònoma de Barcelona: The Importance of Terms of Address and Gender Language in Character Development in JRPG — Francisco González, Universitat Autònoma de Barcelona: Creative language and its impacts on video game localisation: a case study on Pokémon Sun and Moon — Miquel Pujol-Tubau, Universitat de Vic: Third languages (L3) in transmedia video games and their translation. A case study of "The Witcher 3" — Silvia Pettini, Università degli Studi Roma Tre: Translating the “Virtual Self” in Game Localization: The case of The Sims 4 6 Coffee break (16:30 - 17:00) 17:00 – 18:30 PANEL 4: Fan Translation / Chair: Miquel Pujol — Xiaoxiao Qu, Communication University of China: It Takes a Community: A Case Study of Darkest Dungeon the Indie Game’s Localization in Mainland China — Selahattin Karagöz, Ege Üniversitesi: Fan Localisation Practices in Turkey: A Comparative Case Study — Omid Saheb Vossoughi, Project Manager International Translation Company: The Elder Scrolls Online – How fan translation can become a model of localization for videogame companies by using the crowdsourcing method 18:30 Closing remarks 7 VENUES Residència d'Investigadors de Barcelona C/ Hospital, 64 08001 Barcelona Telephone: 0034 93 443 86 10 Fax: 0034 93 442 82 02 https://www.google.com/maps?q=+C/Hospital,+64+-+08001+-+Barcelona MAMA CAFÉ RESTAURANT Carrer Doctor Dou, 10 http://www.mamacaferestaurant.com/
Recommended publications
  • Manual Disclaimer Inxile Entertainment May Issue Updates and Patches for the Bard’S Tale IV: Barrows Deep
    Table of Contents Introduction 4 Technical Support 4 The World 5 Disclaimers 6 Character Creation 7 Damage & Defense 18 Gameplay Concepts 21 Menu & Interface 27 Items and Equipment 33 Locations 38 Glossary 40 Legal & EULA 42 3 Introduction Once upon a time, in the far-off county of Orange, Brian Fargo led a scrappy band of adventurers to create a trilogy of games that would change the face of computer role playing forever, with 3D-ish graphics, tricky puzzles and traps, and a simple but engaging story. Now, on the thirty-third anniversary of those first games, he is releasing a new chapter, with all the improvements in graphics, gameplay, and sound you would expect from a modern game, yet with the spirit and story of the originals intact. It is still a world of tricks and traps, mazes and monsters, and challenging combats. It is still the world where Mangar trapped Skara Brae in ice, where Lagoth Zanta stole the Destiny Wand, and where the Mad God Tarjan brought hell and havok to the Seven Realms - and now it is yours to explore anew. Be you Bard, Fighter, Rogue, or Practitioner, your tale is waiting to be told. Technical Support If you encounter difficulties installing or running The Bard’s Tale IV: Barrows Deep, you can contact our technical support team by email, using our support web page or our official forums. Support: http://inxile-entertainment.com/support Forums: https://forums.inxile-entertainment.com/ 4 The World “In mist-shrouded Skara Brae, in the darkest hours of the night, sometimes can be heard a voice on the wind.
    [Show full text]
  • Translation Analysis of Extralinguistic Culture-Bound References in the English Subtitle of Aruna Dan Lidahnya Movie
    IR - PERPUSTAKAAN UNIVERSITAS AIRLANGGA CHAPTER I INTRODUCTION 1.1 Background of the Study English subtitles are added in many Indonesian movies because they are promoted and broadcasted abroad. Adding subtitles also happens in some platforms proposed for watching movies, such as Netflix, Viu, and Hooq. In those platforms, the audiences who access the movie provided come from many countries with different languages. Therefore, most movies provide English subtitles and/or dubbing to ease audiences from all over the world. Hornby (1995) stated that subtitles are words that translate what is said in a movie into a different language and appear at the bottom of the screen. Hatim (2001) also declared that subtitling is a printed statement or fragment of dialogue that appears as a translation at the bottom of the screen during the scenes of a motion picture or television show in a foreign language. From the definitions provided by two experts above, it can be concluded that subtitle is a product of translation that used to transfer the dialogue of a movie into a foreign language. Subtitling, which can be called as movie translation, is a different kind of translation because it is limited by time and space. Hatim (2000) states that subtitling involves complicated procedures that are not common in other translation work of written text because subtitling is limited both by the time of the character’s expression in the movies as well as time for the reader to read the text and by the space of the 1 SKRIPSI TRANSLATION ANALYSIS OF... AISYAH ATTAMAMI IR - PERPUSTAKAAN UNIVERSITAS AIRLANGGA 2 screen.
    [Show full text]
  • 14914871.Pdf
    CORE Metadata, citation and similar papers at core.ac.uk Provided by Helsingin yliopiston digitaalinen arkisto Crime stories from the country of huopatossu and juhannusruusut — Translation strategies for Finnish cultural realia in the English translations of two of Matti Yrjänä Joensuu’s crime novels Master’s Thesis Department of English University of Helsinki 7 April 2008 Paula Kylä-Harakka 1 CONTENTS ABBREVIATIONS ........................................................................................................................................... 2 1 INTRODUCTION .......................................................................................................................................... 3 2 MATTI YRJÄNÄ JOENSUU AND HARJUNPÄÄ CRIME NOVELS .................................................... 7 2.1 THE AUTHOR AND HIS NOVELS .................................................................................................................. 7 2.2 HARJUNPÄÄ JA POLIISIN POIKA (HARJUNPAA AND THE STONE MURDERS) ............................................... 10 2.3 HARJUNPÄÄ JA PAHAN PAPPI (THE PRIEST OF EVIL) ................................................................................ 11 2.4 THE TRANSLATORS AND THEIR TRANSLATIONS ....................................................................................... 12 3 REALIA ........................................................................................................................................................ 14 3.1 CULTURE ................................................................................................................................................
    [Show full text]
  • Sociolinguistics of Translation
    Studia Slavica Hung. 52/1–2 (2007) 229–234 DOI: 10.1556/SSlav.52.2007.1-2.33 Sociolinguistics of translation KINGA KLAUDY ELTE Fordító- és Tolmácsképző Központ, Budapest, Múzeum krt. 4/F, H-1088 E-mail: [email protected] (Received: 1 September 2006; accepted: 16 October 2006) Abstract: The paper describes how sociolinguistics, revealing the relationship between language and society independently of translation, provides scientifically well-founded descriptions of the relationship between the source language and source language society, and the target language and the target language society, and might thus contribute to exploring the objective rules behind the translators’ decisions. Keywords: pragmatic adaptation, translation of dialects, translation of realia, untrans- latability, intercultural translation policy 1. The concept of pragmatic adaptation The history of thinking about translation has never failed to recognise the social importance of translation. In the history of translation in Hungary, especially in the 18th century (in the works of János Batsányi, Ferenc Kazinczy, György Bessenyei), thoughts on the social relevance of translation gained much more importance than the linguistic exploration of translation (on the Hungarian tradition see Radó in Baker 1998: 448–453). What is called in today’s modern terminology pragmatic adaptation (Neu- bert 1968), i. e. the adaptation of the translated work to the needs of the target language audience, has never been better accomplished than in the case of András Dugonics in 1807, who placed Voltaire’s Zadig into a Hungarian context under the title Cserei, egy honvári herceg, into 10th-century Hungary, the era of Taksony vezér (i. e. Taksony chief) (Dugonics 1807, 1975).
    [Show full text]
  • Review Articles* Three Recent Bible Translations
    JETS 46/3 (September 2003) 497–520 REVIEW ARTICLES* THREE RECENT BIBLE TRANSLATIONS: AN OLD TESTAMENT PERSPECTIVE michael a. lyons and william a. tooman** i. introduction A glance at a book distributor’s catalog or a publisher’s website is enough to confirm that the proliferation of English translations and study editions has reached Brobdingnagian proportions. On the one hand, the seemingly endless marketing of Bibles targeting niche groups based on age, race, gender, marital status, denomination, and addiction can create the danger- ous illusion that the people of God do not in fact share the same Word. On the other hand, the Bible has always been accompanied by a variety of trans- lations—at an early date by multiple Greek translations, followed shortly by translations in Aramaic, Syriac and Latin. In our opinion, the multiplicity of translations can be a sign of a healthy interest in the Bible and is to be expected where there is diversity in reading habits and abilities. Historically, motives for producing new translations or editions of the Bible have been numerous: the need to account for a change in language usage (semantic shift, obsolescence, a change in the use of gendered lan- guage), a desire to improve readability or accuracy (usually by emphasizing a dynamic or formal equivalence theory of translation), a desire to provide explanation, or the desire to address a perceived lack of biblical literacy or availability. Finally, some translations and study editions may be encouraged by publishers seeking to market a product to a particular target audience. Both doctrinal and cultural differences create an environment ripe for ex- ploitation by those who would have readers believe that “finally there is a Bible that is just for you!”1 * The three review articles in this issue discuss the following: The Holy Bible: English Stan- dard Version (Wheaton: Crossway, 2001), xii + 1328 pp.
    [Show full text]
  • Game On! Burning Issues in Game Localisation
    Game on! Burning issues in game localisation Carme Mangiron Universitat Autònoma de Barcelona _________________________________________________________ Abstract Citation: Mangiron, C. (2018). Game on! Game localisation is a type of audiovisual translation that has gradually Burning issues in game localisation. been gathering scholarly attention since the mid-2000s, mainly due Journal of Audiovisual Translation, 1(1), 122-138. to the increasing and ubiquitous presence of video games in the digital Editor: A. Jankowska & J. Pedersen society and the gaming industry's need to localise content in order Received: January 22, 2018 to access global markets. This paper will focus on burning issues in this Accepted: June 30, 2018 field, that is, issues that require specific attention, from an industry Published: November 15, 2018 and/or an academic perspective. These include the position of game Funding: Catalan Government funds localisation within the wider translation studies framework, 2017SGR113. the relationship between game localisation and audiovisual translation, Copyright: ©2018 Mangiron. This is an open access article distributed under the game accessibility, reception studies, translation quality, collaborative terms of the Creative Commons translation, technology, and translator training. Attribution License. This allows for unrestricted use, distribution, and reproduction in any medium, provided the original author and source are Key words: video games, game localisation, audiovisual translation credited. (AVT), game accessibility, reception studies, quality, collaborative translation, technology, translator training [email protected]; https://orcid.org/0000-0002-6421-8581 122 Game on! Burning issues in game localisation 1. Introduction Over the last four decades, video games have achieved a ubiquitous role in the digital society. Not only have they become one of the most popular leisure options, they are also being used for purposes beyond entertainment, such as education, health, and advertising.
    [Show full text]
  • Inside the Video Game Industry
    Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry.
    [Show full text]
  • Sony Computer Entertainment Inc. Introduces Playstation®4 (Ps4™)
    FOR IMMEDIATE RELEASE SONY COMPUTER ENTERTAINMENT INC. INTRODUCES PLAYSTATION®4 (PS4™) PS4’s Powerful System Architecture, Social Integration and Intelligent Personalization, Combined with PlayStation Network with Cloud Technology, Delivers Breakthrough Gaming Experiences and Completely New Ways to Play New York City, New York, February 20, 2013 –Sony Computer Entertainment Inc. (SCEI) today introduced PlayStation®4 (PS4™), its next generation computer entertainment system that redefines rich and immersive gameplay with powerful graphics and speed, intelligent personalization, deeply integrated social capabilities, and innovative second-screen features. Combined with PlayStation®Network with cloud technology, PS4 offers an expansive gaming ecosystem that is centered on gamers, enabling them to play when, where and how they want. PS4 will be available this holiday season. Gamer Focused, Developer Inspired PS4 was designed from the ground up to ensure that the very best games and the most immersive experiences reach PlayStation gamers. PS4 accomplishes this by enabling the greatest game developers in the world to unlock their creativity and push the boundaries of play through a system that is tuned specifically to their needs. PS4 also fluidly connects players to the larger world of experiences offered by PlayStation, across the console and mobile spaces, and PlayStation® Network (PSN). The PS4 system architecture is distinguished by its high performance and ease of development. PS4 is centered around a powerful custom chip that contains eight x86-64 cores and a state of the art graphics processor. The Graphics Processing Unit (GPU) has been enhanced in a number of ways, principally to allow for easier use of the GPU for general purpose computing (GPGPU) such as physics simulation.
    [Show full text]
  • Approaches and Strategies to Cope with the Specific Challenges of Video Game Localization
    Hacettepe University Graduate School of Social Sciences Department of Translation and Interpreting APPROACHES AND STRATEGIES TO COPE WITH THE SPECIFIC CHALLENGES OF VIDEO GAME LOCALIZATION Seçkin İlke ÖNEN Master’s Thesis Ankara, 2018 APPROACHES AND STRATEGIES TO COPE WITH THE SPECIFIC CHALLENGES OF VIDEO GAME LOCALIZATION Seçkin İlke ÖNEN Hacettepe University, Graduate School of Social Sciences Department of Translation and Interpreting Master’s Thesis Ankara, 2018 v To my grandfather, Ali ÖNEN… vi ACKNOWLEDGMENTS First and foremost, I would like to extend my deepest thanks and gratitude to my advisor Prof. Dr. Aymil DOĞAN, who showed great patience and shared her knowledge and experience throughout this process. I would also like to thank the scholars at the Hacettepe University Department of Translation and Interpreting for imparting their wisdom during the time I studied at the University. I would also like to thank my parents Engin and Hülya ÖNEN for their constant encouragement that helped me complete my thesis. Last but not the least, I want to thank my dear friend Özge ALTINTAŞ, who helped me greatly by proof-reading my thesis and offering advice. vii ÖZET ÖNEN, Seçkin İlke. Video Oyunu Yerelleştirmesine Özgü Zorlukların Üstesinden Gelmek İçin Kullanılan Yaklaşımlar ve Stratejiler. Yüksek Lisans Tezi, Ankara, 2018. Video oyunları her sene milyarlarca dolar üreten küresel bir endüstri haline gelmiştir. Bu nedenle video oyunu yerelleştirme sektörünün önemi her geçen gün artmaktadır. Bu çalışmanın amacı, video oyunu yerelleştirme sürecinde ortaya çıkan özgün zorlukları anlamaya çalışmak ve bu zorlukların üstesinden gelmek için yerelleştiriciler tarafından kullanılan yaklaşımları ve stratejileri incelemektir. Bu kampsamda Türkiye’deki iki popüler oyunun, League of Legends ve Football Manager 2015, Türkçe yerelleştirmeleri incelemek üzere seçilmiştir.
    [Show full text]
  • Found in Translation: Evolving Approaches for the Localization of Japanese Video Games
    arts Article Found in Translation: Evolving Approaches for the Localization of Japanese Video Games Carme Mangiron Department of Translation, Interpreting and East Asian Studies, Universitat Autònoma de Barcelona, 08193 Bellaterra, Barcelona, Spain; [email protected] Abstract: Japanese video games have entertained players around the world and played an important role in the video game industry since its origins. In order to export Japanese games overseas, they need to be localized, i.e., they need to be technically, linguistically, and culturally adapted for the territories where they will be sold. This article hopes to shed light onto the current localization practices for Japanese games, their reception in North America, and how users’ feedback can con- tribute to fine-tuning localization strategies. After briefly defining what game localization entails, an overview of the localization practices followed by Japanese developers and publishers is provided. Next, the paper presents three brief case studies of the strategies applied to the localization into English of three renowned Japanese video game sagas set in Japan: Persona (1996–present), Phoenix Wright: Ace Attorney (2005–present), and Yakuza (2005–present). The objective of the paper is to analyze how localization practices for these series have evolved over time by looking at industry perspectives on localization, as well as the target market expectations, in order to examine how the dialogue between industry and consumers occurs. Special attention is given to how players’ feedback impacted on localization practices. A descriptive, participant-oriented, and documentary approach was used to collect information from specialized websites, blogs, and forums regarding localization strategies and the reception of the localized English versions.
    [Show full text]
  • Wasteland 2 Ranger Field Manual (Digital Edition)
    ' 1 RANGER FIELD MANUAL Thank you for purchasing Wasteland 2! From the very beginning, it's been our dream to bring you a worthy follow-up to Wasteland, the grandfather of post-apocalyptic role- playing games on the PC. The game holds a special place in our hearts, and we are absolutely and completely thrilled and humbled by the incredible outpouring of support from our fans in allowing us to create Wasteland 2, whether that's on Kickstarter or through their own independent donations. Wasteland 2 would not have happened without you, and we give our sincerest thanks to you from the bottom of our hearts for not just helping us bring this dream to life, but helping to make the game the best it can possibly be. Thank you, inXile entertainment 2 Manual Credits Writers Thomas Beekers Matthew Findley Eric Schwarz Editors Nathan Long Eric Schwarz Designers Maxx Kaufman Eric Schwarz 3 INTRODUCTION ................................................................................ 7 GETTING STARTED .......................................................................... 12 Health Warning........................................................................... 12 Disclaimer................................................................................... 13 Technical Support ....................................................................... 13 System Requirements.................................................................. 15 PC System Requirements ......................................................... 15 Mac OSX System Requirements
    [Show full text]
  • Redalyc.EXPLORING TRANSLATION STRATEGIES in VIDEO GAME
    MonTI. Monografías de Traducción e Interpretación ISSN: 1889-4178 [email protected] Universitat de València España Fernández Costales, Alberto EXPLORING TRANSLATION STRATEGIES IN VIDEO GAME LOCALISATION MonTI. Monografías de Traducción e Interpretación, núm. 4, 2012, pp. 385-408 Universitat de València Alicante, España Available in: http://www.redalyc.org/articulo.oa?id=265125413016 How to cite Complete issue Scientific Information System More information about this article Network of Scientific Journals from Latin America, the Caribbean, Spain and Portugal Journal's homepage in redalyc.org Non-profit academic project, developed under the open access initiative EXPLORING TRANSLATION STRATEGIES IN VIDEO GAME LOCALISATION1 Alberto Fernández Costales Universidad de Oviedo (Spain) [email protected] Abstract This paper addresses the issue of video game localisation focusing on the different strategies to be used from the point of view of Translation Studies. More precisely, the article explores the possible relation between the translation approaches used in the field and the different genres or textual typologies of video games. As the narra- tive techniques and the story lines of video games have become more complex and well-developed, the adaptation of games entails a serious challenge for translators. Video games have evolved into multimodal and multidimensional products and new approaches and insights are required when studying the adaptation of games into dif- ferent cultures. Electronic entertainment provides an interesting and barely explored corpus of analysis for Translation Studies, not only from the point of view of localisa- tion but also concerning audiovisual translation. Resumen Este artículo analiza el campo de la localización de videojuegos centrándose en las diferentes estrategias utilizadas desde el punto de vista de los Estudios de Traduc- ción.
    [Show full text]