Game localization :: translating for the global digital entertainment industry /
Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localiz...
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Weitere Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Amsterdam :
John Benjamins Publishing Company,
2013.
|
Schriftenreihe: | Benjamins translation library ;
v. 106. |
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive introduction to the topic of game localization the book draws on the literature in Game Studies as well as Translation Studies. Th. |
Beschreibung: | 1 online resource |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9789027271860 9027271860 1299776434 9781299776432 9027224560 9789027224569 9789027224576 9027224579 |
ISSN: | 0929-7316 ; |
Internformat
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245 | 0 | 0 | |a Game localization : |b translating for the global digital entertainment industry / |c Minako O'Hagan and Carmen Mangiron. |
264 | 1 | |a Amsterdam : |b John Benjamins Publishing Company, |c 2013. | |
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490 | 1 | |a Benjamins translation library, |x 0929-7316 ; |v volume 106 | |
504 | |a Includes bibliographical references and index. | ||
588 | 0 | |a Print version record and CIP data provided by publisher. | |
520 | |a Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive introduction to the topic of game localization the book draws on the literature in Game Studies as well as Translation Studies. Th. | ||
505 | 0 | 0 | |g Machine generated contents note: |t About this book -- |t Aim and structure of the book -- |t Target readers -- |t Conventions used in this book -- |t Glossary -- |t Prologue -- |t Introduction -- |t Rationale -- |t Context -- |t overview of translation studies research trajectories in game localization -- |t General trends in game localization research -- |t Key research areas -- |t Approach -- |g ch. 1 |t video game and translation -- |t Introduction -- |g 1.1. |t historical sketch of video game localization -- |g 1.1.1. |t Early days: Before the mid-1980s -- |g 1.1.2. |t Growth phase: The mid-1980s to mid-1990s -- |g 1.1.3. |t Development phase: The mid- to late 1990s -- |g 1.1.4. |t Maturing phase: Early 2000 to 2005 -- |g 1.1.5. |t Advancing phase: 2005 to the present -- |g 1.2. |t Video games: Domain, terminology and characteristics -- |g 1.2.1. |t Key terminology: Video game vs. Computer Game -- |g 1.2.2. |t Defining a video game -- |g 1.2.3. |t Game genres -- |g 1.2.4. |t Video games as transmedia -- |g 1.2.5. |t Video game theory: Narrative theory versus play theory -- |g 1.3. |t structure of the video game industry -- |g ch. 2 |t localization paradigm: Localization versus translation -- |t Introduction -- |g 2.1. |t Software localization defined by practice: Internationalization -- |g 2.2. |t New dimensions of localization -- |g 2.2.1. |t Cultural representations and adaptation required in software localization -- |g 2.2.2. |t Localization facilitated by technology -- |g 2.3. |t Localization in Translation Studies -- |g 2.4. |t Game localization or game translation? -- |g 2.5. |t absence of agency in localization speak -- |g ch. 3 |t Game localization: A practical dimension -- |t Introduction -- |g 3.1. |t Video games and GILT: Localization-friendly game development -- |g 3.2. |t Game localization models -- |g 3.2.1. |t Outsourcing model -- |g 3.2.2. |t In-house model -- |g 3.3. |t Game assets requiring localization -- |g 3.3.1. |t In-game text -- |g 3.3.2. |t Art assets -- |g 3.3.3. |t Audio and cinematic assets -- |g 3.3.4. |t Printed materials -- |g 3.4. |t localization process -- |g 3.4.1. |t Pre-localization -- |g 3.4.2. |t Translation -- |g 3.4.3. |t Editing -- |g 3.4.4. |t Recording -- |g 3.4.5. |t Post-localization -- |g 3.4.6. |t Submission of release candidate version -- |g 3.4.7. |t Production and distribution -- |g 3.4.8. |t Game localization scenario -- |g 3.5. |t Levels of localization -- |g 3.6. |t Tools used in game translation -- |g ch. 4 |t Translating video games: New vistas for transcreation -- |t Introduction -- |g 4.1. |t Game text taxonomy and text function -- |g 4.1.1. |t Game text: Play and narrative dimensions -- |g 4.1.2. |t Game text taxonomy and translation -- |g 4.2. |t Translation strategies applied in game localization -- |g 4.2.1. |t Translation strategies for pragmatic translation problems -- |g 4.2.2. |t Translation strategies for interlingual translation problems -- |g 4.3. |t brief case study of Square Enix -- |g 4.3.1. |t Overview -- |g 4.3.2. |t Examples of innovation and appropriation of translation -- |g 4.4. |t translator as a creative agent: Game localization as transcreation -- |g 4.4.1. |t Internal knowledge versus external knowledge as professional norms versus expectancy norms -- |g 4.4.2. |t Translator's agency and transcreation -- |g ch. 5 |t Cultural contexts of game production: Patronage and rewriting in the digital age -- |t Introduction -- |g 5.1. |t Video games as cultural products -- |g 5.1.1. |t Game culture: Japan versus the US -- |g 5.1.2. |t Cultural content in games and cultural localization -- |g 5.2. |t Cultural adjustments -- |g 5.2.1. |t Mandatory requirements for change -- |g 5.2.2. |t Market-driven adjustments: Market relevance and preferences -- |g 5.3. |t Culture of game production: Power game -- |g 5.4. |t Game localization as rewriting -- |g ch. 6 |t Pedagogical issues in training game localizers -- |t Introduction -- |g 6.1. |t Game localization as an emerging professional translation activity -- |g 6.2. |t Training future game localizers -- |g 6.2.1. |t Game localizers' competence -- |g 6.2.2. |t Course design -- |g 6.2.3. |t Assessment -- |g 6.3. |t Teaching materials and human resources -- |g 6.3.1. |t eCoLoMedia game localization course -- |g 6.4. |t Pedagogy in game localization: A vocational or an academic focus? -- |g ch. 7 |t Game localization research in Translation Studies -- |t Introduction -- |g 7.1. |t Game localization and accessibility research -- |g 7.1.1. |t Game accessibility and accessibility barriers in video games -- |g 7.1.2. |t Benefits of game accessibility -- |g 7.1.3. |t Research on game accessibility -- |g 7.2. |t Game localization and fan studies: Fans as co-creators -- |g 7.2.1. |t Fan culture represented in the form of fan work -- |g 7.2.2. |t Fan translation: Translation hacking and crowdsourcing -- |g 7.2.3. |t Fan translator expertise versus professional expertise -- |g 7.3. |t new research direction in Translation Studies: User-focused empirical research -- |g 7.3.1. |t Player experience studies -- |g 7.3.2. |t Natural language interaction through AI, chatbot, and speech recognition -- |t Conclusion -- |t Game localization, game translation or game transcreation? -- |t Translation quality and users -- |t Localization directionality and regional variations of language -- |t International game design and internationalization -- |t Technology applications and the future of game localization -- |t Postgraduate courses in game localization in Spain. |
546 | |a English. | ||
650 | 0 | |a Multimedia systems |x Research. | |
650 | 0 | |a Audio-visual equipment |x Technological innovations. | |
650 | 0 | |a Translating and interpreting |x Technological innovations. | |
650 | 0 | |a Video games |x Programming. |0 http://id.loc.gov/authorities/subjects/sh95003476 | |
650 | 0 | |a Video games |x Design. | |
650 | 0 | |a Video games industry |x Technological innovations. | |
650 | 6 | |a Multimédia |x Recherche. | |
650 | 6 | |a Jeux vidéo |x Programmation. | |
650 | 6 | |a Jeux vidéo |x Conception. | |
650 | 6 | |a Jeux vidéo |x Industrie |x Innovations. | |
650 | 7 | |a LANGUAGE ARTS & DISCIPLINES |x Translating & Interpreting. |2 bisacsh | |
650 | 7 | |a Video games |x Programming |2 fast | |
650 | 7 | |a Multimedia systems |x Research |2 fast | |
650 | 7 | |a Translating and interpreting |x Technological innovations |2 fast | |
650 | 7 | |a Video games |x Design |2 fast | |
655 | 4 | |a Electronic book. | |
700 | 1 | |a O'Hagan, Minako, |d 1959- |e editor. |0 http://id.loc.gov/authorities/names/n95084676 | |
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Datensatz im Suchindex
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contents | About this book -- Aim and structure of the book -- Target readers -- Conventions used in this book -- Glossary -- Prologue -- Introduction -- Rationale -- Context -- overview of translation studies research trajectories in game localization -- General trends in game localization research -- Key research areas -- Approach -- video game and translation -- historical sketch of video game localization -- Early days: Before the mid-1980s -- Growth phase: The mid-1980s to mid-1990s -- Development phase: The mid- to late 1990s -- Maturing phase: Early 2000 to 2005 -- Advancing phase: 2005 to the present -- Video games: Domain, terminology and characteristics -- Key terminology: Video game vs. Computer Game -- Defining a video game -- Game genres -- Video games as transmedia -- Video game theory: Narrative theory versus play theory -- structure of the video game industry -- localization paradigm: Localization versus translation -- Software localization defined by practice: Internationalization -- New dimensions of localization -- Cultural representations and adaptation required in software localization -- Localization facilitated by technology -- Localization in Translation Studies -- Game localization or game translation? -- absence of agency in localization speak -- Game localization: A practical dimension -- Video games and GILT: Localization-friendly game development -- Game localization models -- Outsourcing model -- In-house model -- Game assets requiring localization -- In-game text -- Art assets -- Audio and cinematic assets -- Printed materials -- localization process -- Pre-localization -- Translation -- Editing -- Recording -- Post-localization -- Submission of release candidate version -- Production and distribution -- Game localization scenario -- Levels of localization -- Tools used in game translation -- Translating video games: New vistas for transcreation -- Game text taxonomy and text function -- Game text: Play and narrative dimensions -- Game text taxonomy and translation -- Translation strategies applied in game localization -- Translation strategies for pragmatic translation problems -- Translation strategies for interlingual translation problems -- brief case study of Square Enix -- Overview -- Examples of innovation and appropriation of translation -- translator as a creative agent: Game localization as transcreation -- Internal knowledge versus external knowledge as professional norms versus expectancy norms -- Translator's agency and transcreation -- Cultural contexts of game production: Patronage and rewriting in the digital age -- Video games as cultural products -- Game culture: Japan versus the US -- Cultural content in games and cultural localization -- Cultural adjustments -- Mandatory requirements for change -- Market-driven adjustments: Market relevance and preferences -- Culture of game production: Power game -- Game localization as rewriting -- Pedagogical issues in training game localizers -- Game localization as an emerging professional translation activity -- Training future game localizers -- Game localizers' competence -- Course design -- Assessment -- Teaching materials and human resources -- eCoLoMedia game localization course -- Pedagogy in game localization: A vocational or an academic focus? -- Game localization research in Translation Studies -- Game localization and accessibility research -- Game accessibility and accessibility barriers in video games -- Benefits of game accessibility -- Research on game accessibility -- Game localization and fan studies: Fans as co-creators -- Fan culture represented in the form of fan work -- Fan translation: Translation hacking and crowdsourcing -- Fan translator expertise versus professional expertise -- new research direction in Translation Studies: User-focused empirical research -- Player experience studies -- Natural language interaction through AI, chatbot, and speech recognition -- Conclusion -- Game localization, game translation or game transcreation? -- Translation quality and users -- Localization directionality and regional variations of language -- International game design and internationalization -- Technology applications and the future of game localization -- Postgraduate courses in game localization in Spain. |
ctrlnum | (OCoLC)838202072 |
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dewey-raw | 418/.020285 |
dewey-search | 418/.020285 |
dewey-sort | 3418 520285 |
dewey-tens | 410 - Linguistics |
discipline | Sprachwissenschaft |
format | Electronic eBook |
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/</subfield><subfield code="c">Minako O'Hagan and Carmen Mangiron.</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Amsterdam :</subfield><subfield code="b">John Benjamins Publishing Company,</subfield><subfield code="c">2013.</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 online resource</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="a">text</subfield><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="a">computer</subfield><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="a">online resource</subfield><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="490" ind1="1" ind2=" "><subfield code="a">Benjamins translation library,</subfield><subfield code="x">0929-7316 ;</subfield><subfield code="v">volume 106</subfield></datafield><datafield tag="504" ind1=" " ind2=" "><subfield code="a">Includes bibliographical references and index.</subfield></datafield><datafield tag="588" ind1="0" ind2=" "><subfield code="a">Print version record and CIP data provided by publisher.</subfield></datafield><datafield tag="520" ind1=" " ind2=" "><subfield code="a">Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive introduction to the topic of game localization the book draws on the literature in Game Studies as well as Translation Studies. Th.</subfield></datafield><datafield tag="505" ind1="0" ind2="0"><subfield code="g">Machine generated contents note:</subfield><subfield code="t">About this book --</subfield><subfield code="t">Aim and structure of the book --</subfield><subfield code="t">Target readers --</subfield><subfield code="t">Conventions used in this book --</subfield><subfield code="t">Glossary --</subfield><subfield code="t">Prologue --</subfield><subfield code="t">Introduction --</subfield><subfield code="t">Rationale --</subfield><subfield code="t">Context --</subfield><subfield code="t">overview of translation studies research trajectories in game localization --</subfield><subfield code="t">General trends in game localization research --</subfield><subfield code="t">Key research areas --</subfield><subfield code="t">Approach --</subfield><subfield code="g">ch. 1</subfield><subfield code="t">video game and translation --</subfield><subfield code="t">Introduction --</subfield><subfield code="g">1.1.</subfield><subfield code="t">historical sketch of video game localization --</subfield><subfield code="g">1.1.1.</subfield><subfield code="t">Early days: Before the mid-1980s --</subfield><subfield code="g">1.1.2.</subfield><subfield code="t">Growth phase: The mid-1980s to mid-1990s --</subfield><subfield code="g">1.1.3.</subfield><subfield code="t">Development phase: The mid- to late 1990s --</subfield><subfield code="g">1.1.4.</subfield><subfield code="t">Maturing phase: Early 2000 to 2005 --</subfield><subfield code="g">1.1.5.</subfield><subfield code="t">Advancing phase: 2005 to the present --</subfield><subfield code="g">1.2.</subfield><subfield code="t">Video games: Domain, terminology and characteristics --</subfield><subfield code="g">1.2.1.</subfield><subfield code="t">Key terminology: Video game vs. Computer Game --</subfield><subfield code="g">1.2.2.</subfield><subfield code="t">Defining a video game --</subfield><subfield code="g">1.2.3.</subfield><subfield code="t">Game genres --</subfield><subfield code="g">1.2.4.</subfield><subfield code="t">Video games as transmedia --</subfield><subfield code="g">1.2.5.</subfield><subfield code="t">Video game theory: Narrative theory versus play theory --</subfield><subfield code="g">1.3.</subfield><subfield code="t">structure of the video game industry --</subfield><subfield code="g">ch. 2</subfield><subfield code="t">localization paradigm: Localization versus translation --</subfield><subfield code="t">Introduction --</subfield><subfield code="g">2.1.</subfield><subfield code="t">Software localization defined by practice: Internationalization --</subfield><subfield code="g">2.2.</subfield><subfield code="t">New dimensions of localization --</subfield><subfield code="g">2.2.1.</subfield><subfield code="t">Cultural representations and adaptation required in software localization --</subfield><subfield code="g">2.2.2.</subfield><subfield code="t">Localization facilitated by technology --</subfield><subfield code="g">2.3.</subfield><subfield code="t">Localization in Translation Studies --</subfield><subfield code="g">2.4.</subfield><subfield code="t">Game localization or game translation? --</subfield><subfield code="g">2.5.</subfield><subfield code="t">absence of agency in localization speak --</subfield><subfield code="g">ch. 3</subfield><subfield code="t">Game localization: A practical dimension --</subfield><subfield code="t">Introduction --</subfield><subfield code="g">3.1.</subfield><subfield code="t">Video games and GILT: Localization-friendly game development --</subfield><subfield code="g">3.2.</subfield><subfield code="t">Game localization models --</subfield><subfield code="g">3.2.1.</subfield><subfield code="t">Outsourcing model --</subfield><subfield code="g">3.2.2.</subfield><subfield code="t">In-house model --</subfield><subfield code="g">3.3.</subfield><subfield code="t">Game assets requiring localization --</subfield><subfield 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distribution --</subfield><subfield code="g">3.4.8.</subfield><subfield code="t">Game localization scenario --</subfield><subfield code="g">3.5.</subfield><subfield code="t">Levels of localization --</subfield><subfield code="g">3.6.</subfield><subfield code="t">Tools used in game translation --</subfield><subfield code="g">ch. 4</subfield><subfield code="t">Translating video games: New vistas for transcreation --</subfield><subfield code="t">Introduction --</subfield><subfield code="g">4.1.</subfield><subfield code="t">Game text taxonomy and text function --</subfield><subfield code="g">4.1.1.</subfield><subfield code="t">Game text: Play and narrative dimensions --</subfield><subfield code="g">4.1.2.</subfield><subfield code="t">Game text taxonomy and translation --</subfield><subfield code="g">4.2.</subfield><subfield code="t">Translation strategies applied in game localization --</subfield><subfield code="g">4.2.1.</subfield><subfield code="t">Translation strategies for pragmatic translation problems --</subfield><subfield code="g">4.2.2.</subfield><subfield code="t">Translation strategies for interlingual translation problems --</subfield><subfield code="g">4.3.</subfield><subfield code="t">brief case study of Square Enix --</subfield><subfield code="g">4.3.1.</subfield><subfield code="t">Overview --</subfield><subfield code="g">4.3.2.</subfield><subfield code="t">Examples of innovation and appropriation of translation --</subfield><subfield code="g">4.4.</subfield><subfield code="t">translator as a creative agent: Game localization as transcreation --</subfield><subfield code="g">4.4.1.</subfield><subfield code="t">Internal knowledge versus external knowledge as professional norms versus expectancy norms --</subfield><subfield code="g">4.4.2.</subfield><subfield code="t">Translator's agency and transcreation --</subfield><subfield code="g">ch. 5</subfield><subfield code="t">Cultural contexts of game production: Patronage and rewriting in the digital age --</subfield><subfield code="t">Introduction --</subfield><subfield code="g">5.1.</subfield><subfield code="t">Video games as cultural products --</subfield><subfield code="g">5.1.1.</subfield><subfield code="t">Game culture: Japan versus the US --</subfield><subfield code="g">5.1.2.</subfield><subfield code="t">Cultural content in games and cultural localization --</subfield><subfield code="g">5.2.</subfield><subfield code="t">Cultural adjustments --</subfield><subfield code="g">5.2.1.</subfield><subfield code="t">Mandatory requirements for change --</subfield><subfield code="g">5.2.2.</subfield><subfield code="t">Market-driven adjustments: Market relevance and preferences --</subfield><subfield code="g">5.3.</subfield><subfield code="t">Culture of game production: Power game --</subfield><subfield code="g">5.4.</subfield><subfield code="t">Game localization as rewriting --</subfield><subfield code="g">ch. 6</subfield><subfield code="t">Pedagogical issues in training game localizers --</subfield><subfield code="t">Introduction --</subfield><subfield code="g">6.1.</subfield><subfield code="t">Game localization as an emerging professional translation activity --</subfield><subfield code="g">6.2.</subfield><subfield code="t">Training future game localizers --</subfield><subfield code="g">6.2.1.</subfield><subfield code="t">Game localizers' competence --</subfield><subfield code="g">6.2.2.</subfield><subfield code="t">Course design --</subfield><subfield code="g">6.2.3.</subfield><subfield code="t">Assessment --</subfield><subfield code="g">6.3.</subfield><subfield code="t">Teaching materials and human resources --</subfield><subfield code="g">6.3.1.</subfield><subfield code="t">eCoLoMedia game localization course --</subfield><subfield code="g">6.4.</subfield><subfield code="t">Pedagogy in game localization: A vocational or an academic focus? --</subfield><subfield code="g">ch. 7</subfield><subfield code="t">Game localization research in Translation Studies 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genre | Electronic book. |
genre_facet | Electronic book. |
id | ZDB-4-EBA-ocn838202072 |
illustrated | Not Illustrated |
indexdate | 2024-11-27T13:25:17Z |
institution | BVB |
isbn | 9789027271860 9027271860 1299776434 9781299776432 9027224560 9789027224569 9789027224576 9027224579 |
issn | 0929-7316 ; |
language | English |
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owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource |
psigel | ZDB-4-EBA |
publishDate | 2013 |
publishDateSearch | 2013 |
publishDateSort | 2013 |
publisher | John Benjamins Publishing Company, |
record_format | marc |
series | Benjamins translation library ; |
series2 | Benjamins translation library, |
spelling | Game localization : translating for the global digital entertainment industry / Minako O'Hagan and Carmen Mangiron. Amsterdam : John Benjamins Publishing Company, 2013. 1 online resource text txt rdacontent computer c rdamedia online resource cr rdacarrier Benjamins translation library, 0929-7316 ; volume 106 Includes bibliographical references and index. Print version record and CIP data provided by publisher. Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive introduction to the topic of game localization the book draws on the literature in Game Studies as well as Translation Studies. Th. Machine generated contents note: About this book -- Aim and structure of the book -- Target readers -- Conventions used in this book -- Glossary -- Prologue -- Introduction -- Rationale -- Context -- overview of translation studies research trajectories in game localization -- General trends in game localization research -- Key research areas -- Approach -- ch. 1 video game and translation -- Introduction -- 1.1. historical sketch of video game localization -- 1.1.1. Early days: Before the mid-1980s -- 1.1.2. Growth phase: The mid-1980s to mid-1990s -- 1.1.3. Development phase: The mid- to late 1990s -- 1.1.4. Maturing phase: Early 2000 to 2005 -- 1.1.5. Advancing phase: 2005 to the present -- 1.2. Video games: Domain, terminology and characteristics -- 1.2.1. Key terminology: Video game vs. Computer Game -- 1.2.2. Defining a video game -- 1.2.3. Game genres -- 1.2.4. Video games as transmedia -- 1.2.5. Video game theory: Narrative theory versus play theory -- 1.3. structure of the video game industry -- ch. 2 localization paradigm: Localization versus translation -- Introduction -- 2.1. Software localization defined by practice: Internationalization -- 2.2. New dimensions of localization -- 2.2.1. Cultural representations and adaptation required in software localization -- 2.2.2. Localization facilitated by technology -- 2.3. Localization in Translation Studies -- 2.4. Game localization or game translation? -- 2.5. absence of agency in localization speak -- ch. 3 Game localization: A practical dimension -- Introduction -- 3.1. Video games and GILT: Localization-friendly game development -- 3.2. Game localization models -- 3.2.1. Outsourcing model -- 3.2.2. In-house model -- 3.3. Game assets requiring localization -- 3.3.1. In-game text -- 3.3.2. Art assets -- 3.3.3. Audio and cinematic assets -- 3.3.4. Printed materials -- 3.4. localization process -- 3.4.1. Pre-localization -- 3.4.2. Translation -- 3.4.3. Editing -- 3.4.4. Recording -- 3.4.5. Post-localization -- 3.4.6. Submission of release candidate version -- 3.4.7. Production and distribution -- 3.4.8. Game localization scenario -- 3.5. Levels of localization -- 3.6. Tools used in game translation -- ch. 4 Translating video games: New vistas for transcreation -- Introduction -- 4.1. Game text taxonomy and text function -- 4.1.1. Game text: Play and narrative dimensions -- 4.1.2. Game text taxonomy and translation -- 4.2. Translation strategies applied in game localization -- 4.2.1. Translation strategies for pragmatic translation problems -- 4.2.2. Translation strategies for interlingual translation problems -- 4.3. brief case study of Square Enix -- 4.3.1. Overview -- 4.3.2. Examples of innovation and appropriation of translation -- 4.4. translator as a creative agent: Game localization as transcreation -- 4.4.1. Internal knowledge versus external knowledge as professional norms versus expectancy norms -- 4.4.2. Translator's agency and transcreation -- ch. 5 Cultural contexts of game production: Patronage and rewriting in the digital age -- Introduction -- 5.1. Video games as cultural products -- 5.1.1. Game culture: Japan versus the US -- 5.1.2. Cultural content in games and cultural localization -- 5.2. Cultural adjustments -- 5.2.1. Mandatory requirements for change -- 5.2.2. Market-driven adjustments: Market relevance and preferences -- 5.3. Culture of game production: Power game -- 5.4. Game localization as rewriting -- ch. 6 Pedagogical issues in training game localizers -- Introduction -- 6.1. Game localization as an emerging professional translation activity -- 6.2. Training future game localizers -- 6.2.1. Game localizers' competence -- 6.2.2. Course design -- 6.2.3. Assessment -- 6.3. Teaching materials and human resources -- 6.3.1. eCoLoMedia game localization course -- 6.4. Pedagogy in game localization: A vocational or an academic focus? -- ch. 7 Game localization research in Translation Studies -- Introduction -- 7.1. Game localization and accessibility research -- 7.1.1. Game accessibility and accessibility barriers in video games -- 7.1.2. Benefits of game accessibility -- 7.1.3. Research on game accessibility -- 7.2. Game localization and fan studies: Fans as co-creators -- 7.2.1. Fan culture represented in the form of fan work -- 7.2.2. Fan translation: Translation hacking and crowdsourcing -- 7.2.3. Fan translator expertise versus professional expertise -- 7.3. new research direction in Translation Studies: User-focused empirical research -- 7.3.1. Player experience studies -- 7.3.2. Natural language interaction through AI, chatbot, and speech recognition -- Conclusion -- Game localization, game translation or game transcreation? -- Translation quality and users -- Localization directionality and regional variations of language -- International game design and internationalization -- Technology applications and the future of game localization -- Postgraduate courses in game localization in Spain. English. Multimedia systems Research. Audio-visual equipment Technological innovations. Translating and interpreting Technological innovations. Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Video games Design. Video games industry Technological innovations. Multimédia Recherche. Jeux vidéo Programmation. Jeux vidéo Conception. Jeux vidéo Industrie Innovations. LANGUAGE ARTS & DISCIPLINES Translating & Interpreting. bisacsh Video games Programming fast Multimedia systems Research fast Translating and interpreting Technological innovations fast Video games Design fast Electronic book. O'Hagan, Minako, 1959- editor. http://id.loc.gov/authorities/names/n95084676 has work: Game localization (Text) https://id.oclc.org/worldcat/entity/E39PCGM9gKXvtwh6xFmbbBThtq https://id.oclc.org/worldcat/ontology/hasWork Print version: Game localization. Amsterdam : John Benjamins Publishing Company, 2013 9789027224569 (DLC) 2013010423 Benjamins translation library ; v. 106. http://id.loc.gov/authorities/names/n94010568 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=630147 Volltext |
spellingShingle | Game localization : translating for the global digital entertainment industry / Benjamins translation library ; About this book -- Aim and structure of the book -- Target readers -- Conventions used in this book -- Glossary -- Prologue -- Introduction -- Rationale -- Context -- overview of translation studies research trajectories in game localization -- General trends in game localization research -- Key research areas -- Approach -- video game and translation -- historical sketch of video game localization -- Early days: Before the mid-1980s -- Growth phase: The mid-1980s to mid-1990s -- Development phase: The mid- to late 1990s -- Maturing phase: Early 2000 to 2005 -- Advancing phase: 2005 to the present -- Video games: Domain, terminology and characteristics -- Key terminology: Video game vs. Computer Game -- Defining a video game -- Game genres -- Video games as transmedia -- Video game theory: Narrative theory versus play theory -- structure of the video game industry -- localization paradigm: Localization versus translation -- Software localization defined by practice: Internationalization -- New dimensions of localization -- Cultural representations and adaptation required in software localization -- Localization facilitated by technology -- Localization in Translation Studies -- Game localization or game translation? -- absence of agency in localization speak -- Game localization: A practical dimension -- Video games and GILT: Localization-friendly game development -- Game localization models -- Outsourcing model -- In-house model -- Game assets requiring localization -- In-game text -- Art assets -- Audio and cinematic assets -- Printed materials -- localization process -- Pre-localization -- Translation -- Editing -- Recording -- Post-localization -- Submission of release candidate version -- Production and distribution -- Game localization scenario -- Levels of localization -- Tools used in game translation -- Translating video games: New vistas for transcreation -- Game text taxonomy and text function -- Game text: Play and narrative dimensions -- Game text taxonomy and translation -- Translation strategies applied in game localization -- Translation strategies for pragmatic translation problems -- Translation strategies for interlingual translation problems -- brief case study of Square Enix -- Overview -- Examples of innovation and appropriation of translation -- translator as a creative agent: Game localization as transcreation -- Internal knowledge versus external knowledge as professional norms versus expectancy norms -- Translator's agency and transcreation -- Cultural contexts of game production: Patronage and rewriting in the digital age -- Video games as cultural products -- Game culture: Japan versus the US -- Cultural content in games and cultural localization -- Cultural adjustments -- Mandatory requirements for change -- Market-driven adjustments: Market relevance and preferences -- Culture of game production: Power game -- Game localization as rewriting -- Pedagogical issues in training game localizers -- Game localization as an emerging professional translation activity -- Training future game localizers -- Game localizers' competence -- Course design -- Assessment -- Teaching materials and human resources -- eCoLoMedia game localization course -- Pedagogy in game localization: A vocational or an academic focus? -- Game localization research in Translation Studies -- Game localization and accessibility research -- Game accessibility and accessibility barriers in video games -- Benefits of game accessibility -- Research on game accessibility -- Game localization and fan studies: Fans as co-creators -- Fan culture represented in the form of fan work -- Fan translation: Translation hacking and crowdsourcing -- Fan translator expertise versus professional expertise -- new research direction in Translation Studies: User-focused empirical research -- Player experience studies -- Natural language interaction through AI, chatbot, and speech recognition -- Conclusion -- Game localization, game translation or game transcreation? -- Translation quality and users -- Localization directionality and regional variations of language -- International game design and internationalization -- Technology applications and the future of game localization -- Postgraduate courses in game localization in Spain. Multimedia systems Research. Audio-visual equipment Technological innovations. Translating and interpreting Technological innovations. Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Video games Design. Video games industry Technological innovations. Multimédia Recherche. Jeux vidéo Programmation. Jeux vidéo Conception. Jeux vidéo Industrie Innovations. LANGUAGE ARTS & DISCIPLINES Translating & Interpreting. bisacsh Video games Programming fast Multimedia systems Research fast Translating and interpreting Technological innovations fast Video games Design fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh95003476 |
title | Game localization : translating for the global digital entertainment industry / |
title_alt | About this book -- Aim and structure of the book -- Target readers -- Conventions used in this book -- Glossary -- Prologue -- Introduction -- Rationale -- Context -- overview of translation studies research trajectories in game localization -- General trends in game localization research -- Key research areas -- Approach -- video game and translation -- historical sketch of video game localization -- Early days: Before the mid-1980s -- Growth phase: The mid-1980s to mid-1990s -- Development phase: The mid- to late 1990s -- Maturing phase: Early 2000 to 2005 -- Advancing phase: 2005 to the present -- Video games: Domain, terminology and characteristics -- Key terminology: Video game vs. Computer Game -- Defining a video game -- Game genres -- Video games as transmedia -- Video game theory: Narrative theory versus play theory -- structure of the video game industry -- localization paradigm: Localization versus translation -- Software localization defined by practice: Internationalization -- New dimensions of localization -- Cultural representations and adaptation required in software localization -- Localization facilitated by technology -- Localization in Translation Studies -- Game localization or game translation? -- absence of agency in localization speak -- Game localization: A practical dimension -- Video games and GILT: Localization-friendly game development -- Game localization models -- Outsourcing model -- In-house model -- Game assets requiring localization -- In-game text -- Art assets -- Audio and cinematic assets -- Printed materials -- localization process -- Pre-localization -- Translation -- Editing -- Recording -- Post-localization -- Submission of release candidate version -- Production and distribution -- Game localization scenario -- Levels of localization -- Tools used in game translation -- Translating video games: New vistas for transcreation -- Game text taxonomy and text function -- Game text: Play and narrative dimensions -- Game text taxonomy and translation -- Translation strategies applied in game localization -- Translation strategies for pragmatic translation problems -- Translation strategies for interlingual translation problems -- brief case study of Square Enix -- Overview -- Examples of innovation and appropriation of translation -- translator as a creative agent: Game localization as transcreation -- Internal knowledge versus external knowledge as professional norms versus expectancy norms -- Translator's agency and transcreation -- Cultural contexts of game production: Patronage and rewriting in the digital age -- Video games as cultural products -- Game culture: Japan versus the US -- Cultural content in games and cultural localization -- Cultural adjustments -- Mandatory requirements for change -- Market-driven adjustments: Market relevance and preferences -- Culture of game production: Power game -- Game localization as rewriting -- Pedagogical issues in training game localizers -- Game localization as an emerging professional translation activity -- Training future game localizers -- Game localizers' competence -- Course design -- Assessment -- Teaching materials and human resources -- eCoLoMedia game localization course -- Pedagogy in game localization: A vocational or an academic focus? -- Game localization research in Translation Studies -- Game localization and accessibility research -- Game accessibility and accessibility barriers in video games -- Benefits of game accessibility -- Research on game accessibility -- Game localization and fan studies: Fans as co-creators -- Fan culture represented in the form of fan work -- Fan translation: Translation hacking and crowdsourcing -- Fan translator expertise versus professional expertise -- new research direction in Translation Studies: User-focused empirical research -- Player experience studies -- Natural language interaction through AI, chatbot, and speech recognition -- Conclusion -- Game localization, game translation or game transcreation? -- Translation quality and users -- Localization directionality and regional variations of language -- International game design and internationalization -- Technology applications and the future of game localization -- Postgraduate courses in game localization in Spain. |
title_auth | Game localization : translating for the global digital entertainment industry / |
title_exact_search | Game localization : translating for the global digital entertainment industry / |
title_full | Game localization : translating for the global digital entertainment industry / Minako O'Hagan and Carmen Mangiron. |
title_fullStr | Game localization : translating for the global digital entertainment industry / Minako O'Hagan and Carmen Mangiron. |
title_full_unstemmed | Game localization : translating for the global digital entertainment industry / Minako O'Hagan and Carmen Mangiron. |
title_short | Game localization : |
title_sort | game localization translating for the global digital entertainment industry |
title_sub | translating for the global digital entertainment industry / |
topic | Multimedia systems Research. Audio-visual equipment Technological innovations. Translating and interpreting Technological innovations. Video games Programming. http://id.loc.gov/authorities/subjects/sh95003476 Video games Design. Video games industry Technological innovations. Multimédia Recherche. Jeux vidéo Programmation. Jeux vidéo Conception. Jeux vidéo Industrie Innovations. LANGUAGE ARTS & DISCIPLINES Translating & Interpreting. bisacsh Video games Programming fast Multimedia systems Research fast Translating and interpreting Technological innovations fast Video games Design fast |
topic_facet | Multimedia systems Research. Audio-visual equipment Technological innovations. Translating and interpreting Technological innovations. Video games Programming. Video games Design. Video games industry Technological innovations. Multimédia Recherche. Jeux vidéo Programmation. Jeux vidéo Conception. Jeux vidéo Industrie Innovations. LANGUAGE ARTS & DISCIPLINES Translating & Interpreting. Video games Programming Multimedia systems Research Translating and interpreting Technological innovations Video games Design Electronic book. |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=630147 |
work_keys_str_mv | AT ohaganminako gamelocalizationtranslatingfortheglobaldigitalentertainmentindustry |