On-screen language in video games: a translation perspective
In this Element, the authors focus on the translational dimension of 'on-screen language' (OSL). They analyse a data set covering the Polish localisations of Tom Clancy's The Division 2 and Shadow Warrior 2, from which over 1000 cases of unique and meaningful OSL were extracted, almos...
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Hauptverfasser: | , |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Cambridge
Cambridge University Press
2022
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Online-Zugang: | DE-12 DE-473 URL des Erstveröffentlichers |
Zusammenfassung: | In this Element, the authors focus on the translational dimension of 'on-screen language' (OSL). They analyse a data set covering the Polish localisations of Tom Clancy's The Division 2 and Shadow Warrior 2, from which over 1000 cases of unique and meaningful OSL were extracted, almost exclusively in languages other than Polish. Close to 100 representative examples are examined in this Element to map out a comprehensive typological account of OSL. First, visual-verbal stimuli are categorised by their prominence in the 3D environment. The second typology focuses on the identified OSL functions. A supplementary typological distinction is proposed based on the technical (static vs. dynamic) implementation of OSL. The discussion of findings and implications notably comprises input from an interview that the authors conduced with a lead level developer behind Shadow Warrior 2 to provide a complementary professional perspective on OSL and its translation |
Beschreibung: | Title from publisher's bibliographic system (viewed on 27 Oct 2022) |
Beschreibung: | 1 Online-Ressource (95 Seiten) |
ISBN: | 9781009042321 |
DOI: | 10.1017/9781009042321 |
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author | Deckert, Mikołaj 1984- Hejduk, Krzysztof ca. 20./21. Jh |
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dewey-hundreds | 400 - Language |
dewey-ones | 418 - Applied linguistics |
dewey-raw | 418.02 |
dewey-search | 418.02 |
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discipline | Sprachwissenschaft Literaturwissenschaft |
discipline_str_mv | Sprachwissenschaft |
doi_str_mv | 10.1017/9781009042321 |
format | Electronic eBook |
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illustrated | Not Illustrated |
index_date | 2024-07-03T21:06:11Z |
indexdate | 2025-01-10T17:13:38Z |
institution | BVB |
isbn | 9781009042321 |
language | English |
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spelling | Deckert, Mikołaj 1984- (DE-588)1031392041 aut On-screen language in video games a translation perspective Mikołaj Deckert, Krzysztof Hejduk Cambridge Cambridge University Press 2022 1 Online-Ressource (95 Seiten) txt rdacontent c rdamedia cr rdacarrier Title from publisher's bibliographic system (viewed on 27 Oct 2022) In this Element, the authors focus on the translational dimension of 'on-screen language' (OSL). They analyse a data set covering the Polish localisations of Tom Clancy's The Division 2 and Shadow Warrior 2, from which over 1000 cases of unique and meaningful OSL were extracted, almost exclusively in languages other than Polish. Close to 100 representative examples are examined in this Element to map out a comprehensive typological account of OSL. First, visual-verbal stimuli are categorised by their prominence in the 3D environment. The second typology focuses on the identified OSL functions. A supplementary typological distinction is proposed based on the technical (static vs. dynamic) implementation of OSL. The discussion of findings and implications notably comprises input from an interview that the authors conduced with a lead level developer behind Shadow Warrior 2 to provide a complementary professional perspective on OSL and its translation Audio-visual translation Video games / Terminology Translating and interpreting Hejduk, Krzysztof ca. 20./21. Jh. (DE-588)1274136091 aut Erscheint auch als Druck-Ausgabe 978-1-00-904551-3 https://doi.org/10.1017/9781009042321 Verlag URL des Erstveröffentlichers Volltext |
spellingShingle | Deckert, Mikołaj 1984- Hejduk, Krzysztof ca. 20./21. Jh On-screen language in video games a translation perspective Audio-visual translation Video games / Terminology Translating and interpreting |
title | On-screen language in video games a translation perspective |
title_auth | On-screen language in video games a translation perspective |
title_exact_search | On-screen language in video games a translation perspective |
title_exact_search_txtP | On-screen language in video games a translation perspective |
title_full | On-screen language in video games a translation perspective Mikołaj Deckert, Krzysztof Hejduk |
title_fullStr | On-screen language in video games a translation perspective Mikołaj Deckert, Krzysztof Hejduk |
title_full_unstemmed | On-screen language in video games a translation perspective Mikołaj Deckert, Krzysztof Hejduk |
title_short | On-screen language in video games |
title_sort | on screen language in video games a translation perspective |
title_sub | a translation perspective |
topic | Audio-visual translation Video games / Terminology Translating and interpreting |
topic_facet | Audio-visual translation Video games / Terminology Translating and interpreting |
url | https://doi.org/10.1017/9781009042321 |
work_keys_str_mv | AT deckertmikołaj onscreenlanguageinvideogamesatranslationperspective AT hejdukkrzysztof onscreenlanguageinvideogamesatranslationperspective |