Article

La traducción de videojuegos de contenido histórico, o documentarse para traducir historia

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Abstract

Dentro del variado sector de los videojuegos, existe un tipo de videojuegos, los de contenido histórico, que podría contribuir a perfilar la hipótesis de Mangiron y O’Hagan (2006) de que los videojuegos confieren al traductor un grado de libertad para desviarse del texto original especialmente amplio. En el presente artículo se trata de demostrar cómo este tipo de videojuegos puede requerir por lo general más documentación que creatividad, debido al realismo de los productos, que limita la libertad del traductor. Las conclusiones del artículo, derivadas principalmente de ejemplos extraídos de la versión española del videojuego estadounidense Age of Empires iii, sitúan a los videojuegos de contenido histórico junto con los basados en libros infantiles, en los que la libertad del traductor se ve limitada por el hecho de que la traducción esté condicionada por la traducción oficial de las obras literarias en las que los productos se basan (Bernal-Merino, 2009).

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Thesis
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FULL TEXT: https://addi.ehu.es/bitstream/handle/10810/58559/Tesis_Itziar_Zorrakin.pdf?sequence=1&isAllowed=y La localización de videojuegos consiste en la adaptación lingüística, gráfica, cultural, técnica y legal de un videojuego producido en un mercado para su comercialización en un mercado diferente y es responsable de gran parte de los beneficios de la industria de los videojuegos. Esta tesis conjuga datos del proceso de localización, el producto localizado y la recepción por parte de los jugadores para comprobar si existe una relación causa-efecto entre las decisiones de localización tomadas durante el proceso de desarrollo y la recepción del producto final. Para ello, se ha construido un catálogo de videojuegos y se ha realizado un muestreo probabilístico mediante una encuesta distribuida entre los desarrolladores de los juegos del catálogo, que han confirmado datos como la lengua original de los juegos y el perfil del traductor. A partir de los datos recabados en la encuesta, se ha seleccionado y analizado un corpus de diez videojuegos divididos según variables como el perfil del traductor y el nivel de revisión llevado a cabo. Finalmente, se ha realizado una segunda encuesta entre jugadores de videojuegos a los que se les han mostrado fragmentos de dos de los juegos analizados en el corpus para comprobar si detectan las mismas diferencias entre subgrupos halladas durante el análisis del corpus. Los resultados muestran que las decisiones del proceso de localización influyen en la opinión de los jugadores.
Conference Paper
Video game localisation has received increased academic attention over the past few years. Despite the call for user-oriented research, few researchers have chosen to focus on issues that are central to end-user experience and its relation to the localised text. With the increased connectivity of gaming in general, and certain game genres in particular, gamers’ language use has become an integral aspect of the game experience. As a result, gamers have become innovative, creating and re-appropriating language, often using non-standard forms to coordinate their gameplay. This innovative and non-standard language, that I call gamer-speak, is the object of my research. In particular, the focus is on the gamer-speak generated by French gamers during group play of two localised Massively Multiplayer Online Role-Playing Games (MMORPGs): World of Warcraft and WildStar. The main aim is to investigate the phenomenon of gamer-speak in MMORPGs and examine its significance for MMORPG localisation. I achieve this through a linguistic analysis and comparison of gamer conversations, analyses of localised texts and its original counterparts, and from survey data collected from active MMORPG gamers regarding their language use. In this thesis I devise an interdisciplinary theoretical and methodological framework for the study of gamer-speak and its influence on MMORPGs which draws principally from Translation Studies and Games Studies. This framework is used to describe the salient features of gamer-speak generated by French gamers when playing the two MMORPGs chosen in the context of Polysystem Theory and Descriptive Translation Studies. The familiarity with and knowledge of French MMORPG players of gamer-speak is determined through surveys. I also examine localised MMORPG text, translated from English into French, paying attention to the role of gamer-speak. Finally, I address the social and cultural implications that gamer-speak has for the target audience of localised MMORPGs. This work adds to our understanding of gamer culture and has implications for game localisation and translation studies.
Article
Game localisation is an emerging field in Translation Studies that initially began attracting attention in the late 1990s, when the first studies analysing this new translation phenomenon were published by professionals working in the field. In the last decade, research on game localisation has gained impetus. Particularly, in recent years, the number of books, journal articles, book chapters, undergraduate, masters and doctoral dissertations aiming to shed light on this relatively young area of study have increased considerably. This paper examines existing research on game localisation, focusing on published papers (articles and book chapters) and books. It presents a diachronic view of game localisation research, describing the main topics and methods used, as well as the issue of research materials. Finally, it explores potential future research avenues and calls for reception studies, which are necessary to consolidate game localisation as an established research domain within Translation Studies.
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In the fertile ground between cinema and video games, Hideo Kojima’s Metal Gear Solid saga stands out for its auteur ’s clear tendency to use film language and aesthetics and for his evident inspiration from pop culture and the American cinematic tradition. Moreover, the series is rich in quotations meant to pay tribute to cinema and communicate with movie-cultured players intertextually. With regard to the process of localization, auteurist references to film culture represent a constraint for translators rendering Kojima’s game into different languages for a Metal Gear Solid -educated audience. This paper presents a comparative analysis of some film quotations in their English into Italian and Spanish localizations of Kojima’s Metal Gear Solid series in order to demonstrate the importance of loyalty to the game experience as a whole within a translational-cultural approach to localization.
Article
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From its humble beginning in the 1970's, the video games industry has flourished and become a worldwide phenomenon. Although most games are developed in Japanese and English, the globalisation of popular culture and the desire to expand to new markets have led most producers to localise their games into many target language versions. This has brought about the emergence of a new field in translation, game localisation, which combines elements of audiovisual translation and software localisation. This paper looks at the specific features of game localisation which give it its unique nature. It examines the priorities and constraints associated with translation of this particular genre, which relies heavily on imagination and creativity to deliver a satisfactory game experience. Using as a case study the best-selling PlayStation series, Final Fantasy, examples are presented to illustrate the challenges game localisers face, focusing particularly on linguistic and cultural issues.
Article
Aquest article presenta els diferents tipus de text que poden trobar els traductors quan treballen per a la indústria del software d'entreteniment multimèdia interactiu i explica que els videojocs exigeixen habilitats diferents als traductors, com ara conèixer les memòries de traducció, ser capaços de cercar informació i ser creatius.
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