Katedra Anglistiky a Amerikanistiky Magisterská Diplomová Práce 2013
Total Page:16
File Type:pdf, Size:1020Kb
Masarykova univerzita Filozofická fakulta Katedra anglistiky a amerikanistiky Magisterská diplomová práce VojtěchSchubert 2013 Vojtěch Schubert 20 13 13 Masaryk University Faculty of Arts Department of English and American Studies English-language Translation Vojtěch Schubert Title Video Game Localization Process in the Czech Republic Supervisor: Ing. Mgr. Jiří Rambousek 2013 I declare that I have worked on this thesis independently, using only the primary and secondary sources listed in the bibliography. …………………………………………….. Author’s signature Disclaimer All trademarks and copyrighted materials such as video game titles or materials depicted on used screenshots of copyrighted materials are property of their respective owners. No copyright infringement intended. The author of this thesis can be contacted via [email protected]. Acknowledgement I would like to thank a Czech video game distribution company Computer Games Distribution, s.r.o., especially to the localization manager from this company, Mgr. Filip Ženíšek, who has offered unlimited support for this thesis and basic and the most important information. Without the support of Computer Games Distribution, and without the help of Mgr. Filip Ženíšek, it would be impossible to write this thesis. Further, I would like to thank Martin Schovanec (Xzone), Aleš Kopřiva (TopCD), and Robert Hýsek for dedicating their time to the interviews. My big thanks also belongs to all those who answered the survey which is a part of this thesis, and also to those who helped to distribute it (Computer Games Distribution, Pavel Mondschein, Softloc, Playman, Electronic Arts Czech, TopCD and others). Last but not least, I would like to thank to Ing. Mgr. Jiří Rambousek for his kind supervising of this thesis and for his helpful feedback. Table of Contents Table of Contents ..................................................................................... 5 1. Introduction ......................................................................................... 7 1.1 Methodology and Thesis Structure ............................................... 11 2. Terminology ....................................................................................... 14 2.1 Video Game or Computer Game? .................................................... 15 2.2 Localization ................................................................................... 17 2.3 Locale ........................................................................................... 19 2.4 Terminology in the Czech Republic ................................................. 19 3. Specifics of Video Game Localization .................................................... 21 3.1 Localization and Game Genres ........................................................ 25 4. The Bigger Picture of Video Game Localization ..................................... 26 4.1 Simultaneous Shipment ................................................................. 27 4.2 Languages Localized ...................................................................... 28 4.3 Reasons to Localize Video Games ................................................... 29 4.3.1 Localization Incentives in the Czech Republic ............................ 31 4.4 Globalization and Internationalization ............................................. 34 4.5 From Globalization to Localization – Supply Chain ............................ 36 4.5.1 Segment A – Video Game Developer ........................................ 36 4.5.2 Segment B – Global Video Game Publisher ................................ 37 4.5.3 Segment C – Local Video Game Distributor ............................... 39 5. Video Game Localization Process in the Czech Republic ......................... 40 5.1 Pre-production Phase ..................................................................... 43 5.2 Translation Phase .......................................................................... 46 5.2.1 Scope of Translation Projects and Time Constraints ................... 46 5.2.2 Text Types Translated ............................................................. 49 5.2.3 Translation Variables ............................................................... 53 5.2.4 Translation of Video Games Versus Literary Translation ............. 56 5.2.5 Planning Towards the Simultaneous Release ............................. 58 5.2.6 Starting the Translation Process ............................................... 62 5.2.7 Localization Kit ........................................................................ 62 5.2.8 Translation Team .................................................................... 65 5.2.9 Blind Translation ..................................................................... 68 5.2.10 Text Fragmentation ............................................................... 70 5.2.11 Glossaries ............................................................................. 73 5.2.12 Translation Phase Conclusion ................................................. 75 5.3 Proofreading phase........................................................................ 75 5.4 Localization Testing Phase ............................................................. 78 5.4.1 First Round of Localization Testing Phase ................................. 80 5.4.2 Reporting ................................................................................ 84 5.4.3 Responsibilities of a Localization Tester .................................... 88 5.4.4 Linguistic Testing .................................................................... 89 5.4.5 Linguistic Testing – Report Examples ........................................ 92 5.4.6 Functionality Testing ............................................................... 98 5 5.4.7 Technical Testing .................................................................... 99 5.4.8 Technical Testing – Report Examples ....................................... 101 5.4.9 Different Testing Methods in the Czech Republic and Abroad .... 106 5.4.10 Text Changes ....................................................................... 109 5.4.11 Further Rounds of Video Game Localization Testing ................ 110 5.4.12 Localization Testing Versus Proofreading ................................ 112 5.5 Production Phase .......................................................................... 115 5.6 Post-production Phase .................................................................. 118 6. Game Localization in the Czech Republic Now and in the Future ........... 119 7. Who is a Video Game Translator? ................................................... 122 7.1 An Ideal Video Game Translator .................................................. 123 7.2 The Real Video Game Translator – Survey ................................... 125 7.2.1 Demographic Data ............................................................... 127 7.2.2 Education ............................................................................ 128 7.2.3 Translation and Working Activity ........................................... 129 7.2.4 Amount of Text Translated ................................................... 133 7.2.5 Translation Fields ................................................................. 135 7.2.6 Respondents’ Background ..................................................... 136 7.2.7 Video Game Translation and Background ............................... 137 7.2.8 Average Czech Video Game Translator .................................. 141 8. Conclusion .................................................................................... 143 References ............................................................................................ 147 Summary .............................................................................................. 151 Resumé ................................................................................................ 152 Appendix – Survey ................................................................................. 154 6 1. Introduction Video game industry has become one of the most important fields of entertainment. Global earnings of video game market for 2012, including mobile games on smart phones and tablets, climb towards $78.5 billion (Nayak and Baker 2012), with prediction to reach $82 billion by 2017 (Gaudiosi 2012). At this point, no one can deny that video games have gained ground in the entertainment sector, their popularity is increasing and video games are slowly becoming one of the mainstream forms of entertainment even for casual gamers (to a large extent thanks to casual games, mobile games and games incorporated in social networks). Video games lively compete with the traditional leader of the entertainment sector – the film industry. What’s more, gaming was the biggest entertainment retail sector in the UK in 2011, overtaking video and music for the first time (Handrahan 2012), which is another example underlining the fact that video games are increasing their profit worldwide, are getting more popular, and that they are anything but a marginal pastime. Such massive market expansion, reaching vast numbers of customers, and resulting profit increase would not be possible without adapting video games linguistically to the target audience in the receiving country. In order to enable linguistically unequipped target audiences to fully enjoy video games without any language barriers and to experience video games in the same way as in the original language, video games