Issues in Arabic Video Game Localization: a Descriptive Study
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2003 Special 301 Report People’S Republic of China
INTERNATIONAL INTELLECTUAL PROPERTY ALLIANCE 2003 SPECIAL 301 REPORT PEOPLE’S REPUBLIC OF CHINA EXECUTIVE SUMMARY Special 301 recommendation: With piracy losses at a staggering $1.85 billion in 2002, piracy rates continuing at over 90% across all copyright industries, and with no significant movement to enforce the criminal law against piracy as required by TRIPS, IIPA recommends that China remain subject to Section 306 Monitoring. Overview of key problems in China: More than one year following China’s WTO accession, piracy rates in China remain among the highest in the world. While enforcement actions throughout China continue, the apparent unwillingness of the Chinese government at the highest levels to take the actions necessary to reduce these rates, continues to be the cause of the greatest concern, particularly the failure to date to provide a truly deterrent enforcement system by imposing criminal penalties against pirates and by significantly increasing administrative fines for acts of piracy. Piracy by both unlicensed and licensed optical disc factories continues to flood the domestic market with pirate music, movies, videogames, books, and business software, making it very difficult for local Chinese creators and U.S. right holders to build viable businesses in China. Exports have diminished to a trickle, but pirate Chinese optical disc (OD) product has been found in Hong Kong, Russia and Vietnam. Piracy at the wholesale and retail level, and over the Internet, remains rampant, even though provincial and central government authorities, as well as Customs with respect to pirate imports, have undertaken numerous raids and massive seizures. The lack of deterrence in the system, the uncoordinated enforcement activities throughout China, the lack of transparency, and continued local protectionism are the primary causes of China’s inability to reduce piracy rates. -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
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. -
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. -
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. -
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. -
Playing with People's Lives 1 Playing with People's Lives How City-Builder Games Portray the Public and Their Role in the D
Playing With People’s Lives 1 Playing With People’s Lives How city-builder games portray the public and their role in the decision-making process Senior Honors Thesis, City & Regional Planning Presented in Partial Fulfillment of the Requirements for graduation with honors research distinction in City and Regional Planning in the Knowlton School of Architecture at the Ohio State University By William Plumley The Ohio State University May 2018 Faculty Research Mentor: Professor Tijs van Maasakkers, City and Regional Planning Playing With People’s Lives 2 Abstract – City-builder computer games are an integral part of the city planning profession. Educators structure lessons around playtime to introduce planning concepts, professionals use the games as tools of visualization and public outreach, and the software of planners and decision-makers often takes inspiration from the genre. For the public, city-builders are a source of insight into what planners do, and the digital city’s residents show players what role they play in the urban decision-making process. However, criticisms persist through decades of literature from professionals and educators alike but are rarely explored in depth. Published research also ignores the genre’s diverse offerings in favor of focusing on the bestseller of the moment. This project explores how the public is presented in city-builder games, as individuals and as groups, the role the city plays in their lives, and their ability to express their opinions and participate in the process of planning and governance. To more-broadly evaluate the genre as it exists today, two industry-leading titles receiving the greatest attention by planners, SimCity and Cities: Skylines, were matched up with two less-conventional games with their own unique takes on the genre, Tropico 5 and Urban Empire. -
1. Prolegomena to Translation and Localization in Video Games
MICHAŁ LISECKI Akademia Techniczno-Humanistyczna w Bielsku-Białej From T9N to L10N (or I18N, or C13N) 1. Prolegomena to translation and localization in video games Key words: video games, translation, localization, transcreation, multimodality, multidimen- sionality, proper names, onomastics, audio-visual translation Słowa klucze: gry komputerowe, tłumaczenie, lokalizacja, transkreacja, multimodalność, wielowymiarowość, nazwy własne, onomastyka, tłumaczenie audiowizualne Introduction In the contemporary world, communicative practices are predominantly mediated by a wide range of digital technologies supporting speech, image, video, and textual communica- tion equally. Digital environments, and in this paper specifically video games, do not only serve a purpose of new kind of interaction domains, but are, in fact, a new paradigm mediat- ing and augmenting their users’ social activities. (Lisecki, 2014:21-22) The current global status of the gaming market available to international communities of gamers from around the world equally has largely been possible because of all the translation (T9N) and localization (L10N) efforts, sometimes recently also preceded by more careful internationalization (I18N) practices, allowing for users across different cultural or language backgrounds interact and communicate with in those environments. Video games, although at first ignored and denigrated by scholars of various disciplines, who saw them rather as trivial and a medium for children (Newman, 2004:5), only recently 1 Across various texts on translation and localization those acronyms are widely used and therefore also briefly introduced here at the beginning in this paper. However, as a piece of scholarly writing, we shall refrain from using the abbreviated forms further in this paper. Their application in the texts results simply from a need to economize on the time taken to type these across various texts and includes the initial and final letters with a digit which stands for the number of the replaced letters. -
Perspectives, Spring 2011 - Full Issue," Perspectives: Vol
Recommended Citation (2011) "Perspectives, Spring 2011 - Full Issue," Perspectives: Vol. 3 , Article 1. Available at: https://scholars.unh.edu/perspectives/vol3/iss1/1 This Article is brought to you for free and open access by the Student Journals and Publications at University of New Hampshire Scholars' Repository. It has been accepted for inclusion in Perspectives by an authorized editor of University of New Hampshire Scholars' Repository. For more information, please contact [email protected]. Perspectives Volume 3 Spring 2011 Article 1 5-2011 Perspectives, Spring 2011 - Full Issue Follow this and additional works at: https://scholars.unh.edu/perspectives et al.: Perspectives, Spring 2011 - Full Issue Perspectives 2011 Table of Contents I. LAW AND POLITICS Jury Verdicts and Biases in the United States Valerie Barthell The Effects of the Characteristics of a Violent Crime and Its Offender on Recidivism Rates: A Literature Review Ashley Clark Do Race, Religion, or Gender Affect Death Penalty Support In the United States? Celie Morin Student Attitudes towards Male Inmate Sexual Violence: Gender Differences in Perceptions of Victimization Policy Bethany Schmidt Student Perspectives on Law Enforcement at UNH Victoria Vinciguerra and Dana Magane The Israel‐Palestine Problem: How Minimizing the Conflict Would Lower the Threat of Terrorism Against the U.S. Ashley Charron II. FAMILY AND PARENTING The Family’s Influence in Determining Adolescent Religiosity Ryan Rafford The Effects of Parenting Style on Adolescent Substance Use Samantha Story i Published by University of New Hampshire Scholars' Repository, 2011 1 Perspectives, Vol. 3 [2011], Art. 1 III. ACADEMICS AND EDUCATION How Do Social and Economic Factors Affect Academic Achievement among Adolescent Students? An Observation of Community Social Capital, Peer Relationships, and Economic Composition Kendall Clark The Effect of Socioeconomic Status, Parental Involvement and Self Esteem on the Education of African Americans Kelby M. -
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 -
Design Philosophy
D E S I G N U S ANNUAL REPORT www.daytranslations.com [email protected] 1-800-969-6853 T H E U L T I M A T E G U I D E T O L O C A L I Z A T I O N COMPANIES GOING INTERNATIONAL HAVE TO CONSIDER MORE THINGS ASIDE FROM MAKING THEIR BUSINESSES SUCCEED IN THEIR CHOSEN MARKETS. WITH THE LEVEL OF COMPETITION HIGHER AND THE NUMBER OF COMPETITORS LARGER AND MORE DIVERSE, THEY HAVE TO DO MORE TO STAND OUT, TO BE UNIQUE AND TO BE CONSIDERED A ''LOCAL'' COMPANY GETTING THE LOOK AND FEEL OF BEING LOCAL TAKES A LOT OF STRATEGIC PLANNING AND INVOLVES PEOPLE WITH DIFFERENT SKILLS SETS, BOTH FROM THE COMPANY AND THIRD PARTY SUPPLIERS. THE PROCESS IS CALLED LLOOCCAALLIZIZAATTIOIONN, WHICH MEANS ADAPTING TO THE CULTURE OF THE TARGET LOCALE OR AUDIENCE. W H A T I S L O C A L I Z A T I O N ? The objective of localization is to provide a product the feel and look of being specifically created for the target locale, regardless of location, culture and language. Localization, shortened as l10n is the act of adjusting the characteristics and functional properties of a product to fit a foreign country or the market's legal, political, cultural and language dissimilarities. IT MEANS ADAPTING THE CONTENT OR PRODUCT TO A PARTICULAR MARKET OR LOCALE. LOCALIZATION GOES BEYOND TRANSLATION, WHICH BECOMES ONE OF THE ELEMENTS IN THE PROCESS OF LOCALIZATION. T H E S C O P E O F L O C A L I Z A T I O N Localization is a more involved process under the umbrella of translation. -
Helping It All Emerge Managing Crowd AI in Watch Dogs 2
Helping It All Emerge Managing Crowd AI In Watch Dogs 2 Roxanne Blouin-Payer Game Designer, Ubisoft Who Am I? Before: [email protected] Intr0ducti0n Why Emergence? • Illusion of intelligence • Interesting to watch and interact with • Create a toy sandbox What Is This About? Crowd AI Systems The Journey What’s Next? Some Context On WD Call 911! Some Context On WD2 • Vibrant and believable San Fran • Hack into humanity • Non-player centric world Anecdote Factory • Countless Anecdotes • Avoid repetition and scripted feeling • Surprise the player Anecdote Factory We know how it starts… …never how it ends! -Patrick Plourde, 2015 Anecdote Factory Cr0wd AI Syst3ms Crowd AI Systems 3 Systems • Attractors • Dynamic Attractors • Reaction System Crowd AI Systems Attractors • Spawned Activities • Based on a Game Object • Placed manually in the world Crowd AI Systems Dynamic Attractors • Using same tech as attractors • Spawned everywhere through an Event Manager • Greetings, crimes, etc. Crowd AI Systems Reaction System • Uses a stimuli based system • Emergent chain reactions • Completely systemic Crowd AI Systems General Flow Behavior A Behavior B Stimulus Decision Behavior C Ignore Crowd AI Systems Stims Propagation Reaction System Logic Rules Criteria Behavior Behavior Incident Emitter Target Ignore Observe Fight Flee Walking Insult 70% 20% 10% Walking Insult Friend 45% 50% 5% Walking Insult Enemy Friend 100% Reaction System Logic Rules Criteria Behavior Behavior Incident Emitter Target Ignore Observe Fight Flee Walking Insult 70%