Studi@ Naukowe Pod Redakcją Naukową Sambora Gruczy

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Studi@ Naukowe Pod Redakcją Naukową Sambora Gruczy 50 Dominik Kudła Ocena odbioru lokalizacji językowej gier komputerowych na podstawie danych okulograficznych Studi@ Naukowe pod redakcją naukową Sambora Gruczy Wydawnictwo Naukowe Instytutu Komunikacji Specjalistycznej i Interkulturowej Uniwersytet Warszawski Studi@ Naukowe 50 Komitet Redakcyjny prof. Sambor Grucza (przewodniczący), dr hab. Monika Płużyczka, dr Ilona Banasiak, dr Michał Wilczewski Rada Naukowa prof. Elżbieta Jamrozik (przewodnicząca), dr hab. Agnieszka Andrychowicz-Troja- nowska, prof. Silvia Bonacchi, dr hab. Anna Borowska, prof. Adam Elbanowski, dr hab. Krzysztof Fordoński, dr hab. Magdalena Latkowska, prof. Ludmiła Łucewicz, dr hab. Marta Kaliska, dr hab. Magdalena Olpińska-Szkiełko, dr hab. Joanna Osieje- wicz, dr hab. Grzegorz Pawłowski, prof. Olena Petrashchuk, dr hab. Dario Prola, dr hab. Boris Schwencke, dr hab. Paweł Szerszeń, prof. Anna Tylusińska-Kowalska, dr hab. Bernadetta Wójtowicz-Huber, prof. Ewa Żebrowska Wydawnictwo Naukowe Instytutu Komunikacji Specjalistycznej i Interkulturowej Uniwersytet Warszawski Warszawa 2020 Dominik Kudła Ocena odbioru lokalizacji językowej gier komputerowych na podstawie danych okulograficznych Wydawnictwo Naukowe Instytutu Komunikacji Specjalistycznej i Interkulturowej Uniwersytet Warszawski Warszawa 2020 Komitet redakcyjny prof. Sambor Grucza (przewodniczący), dr hab. Monika Płużyczka, dr Ilona Banasiak, dr Michał Wilczewski Redakcja językowa Dominik Kudła Skład i redakcja techniczna Dominik Kudła Projekt okładki BMA Studio e-mail: [email protected] www.bmastudio.pl Założyciel serii prof. dr hab. Sambor Grucza ISSN 2299-9310 ISBN 978-83-64020-76-6 Wydanie pierwsze Wydanie w otwartym dostępie na licencji CC BY-NC-ND (https://creativecom- mons.org/licenses/by-nc-nd/4.0/deed.pl). This is an open access book under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). © 2020 Uniwersytet Warszawski/ University of Warsaw Adres redakcji Studi@ Naukowe Instytut Komunikacji Specjalistycznej i Interkulturowej ul. Szturmowa 4, 02-678 Warszawa tel. (+48 22) 55 34 253 / 248 e-mail: [email protected] www.sn.iksi.uw.edu.pl Spis treści Wstęp ..........................................................................................................................9 Zarys zagadnienia ....................................................................................................9 Problem badawczy .................................................................................................10 Metodologia badań ................................................................................................12 Struktura pracy ......................................................................................................13 1. Charakterystyka gier wideo ...............................................................................15 1.1. Zarys historii gier wideo ..............................................................................15 1.1.1. Początki gier wideo .................................................................................. 15 1.1.2. Lata 80. .................................................................................................... 18 1.1.3. Lata 90. .................................................................................................... 20 1.1.4. I dekada XXI wieku ................................................................................. 22 1.1.5. II dekada XXI wieku ................................................................................ 24 1.2. Podstawowe pojęcia z dziedziny groznawstwa (game studies) ..................26 1.2.1. Historia groznawstwa .............................................................................. 27 1.2.2. Gra ........................................................................................................... 33 1.2.3. Gra wideo i terminy pokrewne ................................................................ 35 1.2.4. Inne podstawowe koncepcje teoretyczne groznawstwa ........................... 42 1.2.4.1. Rozgrywka (gameplay) .................................................................... 42 1.2.4.2. Interaktywność ................................................................................. 45 1.2.4.3. Imersja .............................................................................................. 46 1.2.4.4. Interfejs (interface) ........................................................................... 47 1.2.4.5. Grywalność (playability) .................................................................. 48 1.2.4.6. Inne pojęcia ...................................................................................... 49 1.2.5. Gracze ...................................................................................................... 50 1.2.5.1. Klasyfikacja graczy .......................................................................... 53 1.2.5.2. Przejawy kultury gier wideo ............................................................. 57 1.3. Klasyfikacja gier wideo (oraz gier komputerowych jako ich rodzaju) ...60 1.3.1. Klasyfikacja ludyczna .............................................................................. 63 1.3.2. Klasyfikacja tematyczna .......................................................................... 68 1.3.3. Klasyfikacja funkcjonalna ....................................................................... 70 1.3.4. Inne kryteria klasyfikacji ......................................................................... 71 1.4. Gra Shadow of the Tomb Raider ..................................................................73 1.5. Podsumowanie ..............................................................................................78 2. Lokalizacja językowa gier komputerowych ......................................................84 2.1. Tłumaczenie gier a inne rodzaje tłumaczeń ...............................................84 2.1.1. Elementy wspólne ze starszymi rodzajami tłumaczeń ............................. 85 2.1.1.1. Intertekstualność ............................................................................... 86 2.1.1.2. Podobieństwa do tłumaczenia literackiego ....................................... 88 2.1.1.3. Podobieństwa do tłumaczenia audiowizualnego .............................. 89 2.1.1.4. Podobieństwa do lokalizacji oprogramowania ................................. 90 2.1.1.5. Ograniczenia treściowe .................................................................... 95 2.1.1.6. Kwestie finansowe ............................................................................ 99 4 2.1.2. Elementy szczególne tłumaczenia gier .................................................. 101 2.1.2.1. Gry jako plastyczne medium .......................................................... 101 2.1.2.2. Interaktywność ............................................................................... 102 2.1.2.3. Internacjonalizacja .......................................................................... 105 2.1.2.4. Rola graczy ..................................................................................... 107 2.1.2.5. Nowe rodzaje modyfikacji uwarunkowane technologicznie .......... 109 2.2. Zarys historyczny lokalizacji językowej gier ...........................................109 2.2.1. Lata 80. .................................................................................................. 110 2.2.2. Lata 90. .................................................................................................. 112 2.2.3. I dekada XXI wieku ............................................................................... 115 2.2.4. II dekada XXI wieku .............................................................................. 118 2.3. Lokalizacja gier a tłumaczenie gier ...........................................................121 2.3.1. Lokalizacja gier ...................................................................................... 121 2.3.2. Adaptacja ............................................................................................... 128 2.3.3. Transkreacja ........................................................................................... 128 2.3.4. Tłumaczenie audiowizualne................................................................... 130 2.3.5. Inne pojęcia określające tłumaczenie gier ............................................. 130 2.3.6. Tłumaczenie gier w świetle teorii translatorycznych ............................. 131 2.4. Proces lokalizacji gier komputerowych ....................................................133 2.4.1. Struktura procesu lokalizacji gier komputerowych ............................... 133 2.4.1.1.Rodzaje lokalizacji gier ................................................................... 134 2.4.1.2. Zakres lokalizacji gier .................................................................... 136 2.4.1.3. Przebieg procesu lokalizacji gier .................................................... 138 2.4.1.4. Przygotowanie lokalizacji .............................................................. 139 2.4.1.5. Zestaw lokalizacyjny ...................................................................... 141 2.4.1.6. Tłumaczenie ................................................................................... 143 2.4.1.7. Nagranie dubbingu (voice actingu) ................................................ 145 2.4.1.8. Testy językowe ............................................................................... 147 2.4.1.9. Ukończenie gry
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