Video Game Translation and Cognitive Semantics

Video Game Translation and Cognitive Semantics PDF

Author: Mateusz Sajna

Publisher: Lodz Studies in Language

Published: 2016

Total Pages: 0

ISBN-13: 9783631674819

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This book focuses on video game translation from the perspective of cognitive semantics. It presents how the translators' knowledge of cognitive semantics can affect translation. The work is interdisciplinary and aspires to complete gaps in the research on video games. It analyzes almost 3000 standard pages of texts found in eight different games.

The Translation of Realia and Irrealia in Game Localization

The Translation of Realia and Irrealia in Game Localization PDF

Author: Silvia Pettini

Publisher: Routledge

Published: 2021-09-19

Total Pages: 170

ISBN-13: 1000438422

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This book explores the impact of a video game’s degree of realism or fictionality on its linguistic dimensions, investigating the challenges and strategies for translating realia and irrealia, the interface of the real world and the game world where culture-specificity manifests itself. The volume outlines the key elements in the translation of video games, such as textual non-linearity, multitextuality, and playability, and introduces the theoretical framework used to determine a game’s respective degree of realism or fictionality. Pettini applies an interdisciplinary approach drawing on video game research and Descriptive Translation Studies to the linguistic and translational analysis of in-game dialogs in English-Italian and English-Spanish language pairs from a corpus of three war video games. This approach allows for an in-depth look at the localization challenges posed by the varying degree of realism and fictionality across video games and the different strategies translators employ in response to these challenges. A final chapter offers a comparative analysis of the three games and subsequently avenues for further research on the role of culture-specificity in game localization. This book is key reading for students and scholars interested in game localization, audiovisual translation studies, and video game research.

Towards Game Translation User Research

Towards Game Translation User Research PDF

Author: Mikołaj Deckert

Publisher: Cambridge University Press

Published: 2024-05-23

Total Pages: 154

ISBN-13: 1009385801

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This Element takes the initiative to highlight the nascent state of audiovisual translation research centring on users of video games. It proposes ways of advancing the research by integrating numerous related perspectives from relevant fields to guide studies in translated game reception into further fruition. The Element offers an accessible overview of possible relationships between translation and its experiencers, showcasing ways to design game reception studies. Examples, methods, tools, and practical concerns are discussed to ultimately develop a blueprint for game translation user research which aims to consolidate scientific user-centric inquiry into video game translation. To that end, the blueprint captures the three-pronged interplay between the parameters of localisation-reception research in facets of user experience, facets of translated games, and facets of game users.

Language, Expressivity and Cognition

Language, Expressivity and Cognition PDF

Author: Mikolaj Deckert

Publisher: Bloomsbury Publishing

Published: 2023-01-26

Total Pages: 257

ISBN-13: 1350332887

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Providing an up-to-date, multi-perspective and cross-linguistic account of the centrality of the expressive function in communication, this book explores the conceptualization of emotions in language and the high emotional 'temperature' of a variety of contemporary discourses. Adopting a number of methodological angles, both qualitative and quantitative, the chapters present insights from cognitive linguistics, (critical) discourse analysis, corpus linguistics and sociolinguistics, as well as those resulting from the combination of these approaches. Using a wide variety of data types, from song lyrics and TV series to Twitter posts and political speeches, and through the analysis of a range of languages, including Arabic, English, Polish, Italian, Hungarian, and Turkish, the book offers a panoramic view of the multi-faceted interaction between language, expressivity and cognition.

Analysing English as a Lingua Franca in Video Games

Analysing English as a Lingua Franca in Video Games PDF

Author: Pietro Luigi Iaia

Publisher: Linguistic Insights

Published: 2016

Total Pages: 0

ISBN-13: 9783034321389

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This book focuses on the English lingua-franca uses in video-game interactions. The typographic and linguistic deviations from the standard norms are investigated, along with the cooperation strategies and status asymmetries of the participants in the online interactions, and the role of language in creating ideological representations.

STUDIES ON SHIFT: Game Localization and Subtitling

STUDIES ON SHIFT: Game Localization and Subtitling PDF

Author: SF Luthfie Arguby Purnomo

Publisher: SF. Luthfie Arguby Purnomo

Published:

Total Pages: 146

ISBN-13: 6026248692

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This book attempts to theoretically approach video game localization and subtitling not only from the eyes of translation studies but also from multidisciplinary perspectives. You will find how game studies, ludology, hegemony theory, socio-cognition, visual studies, and translation studies generate new perspectives in video game localization and subtitling studies.

Enhancing Video Game Localization Through Dubbing

Enhancing Video Game Localization Through Dubbing PDF

Author: Laura Mejías-Climent

Publisher: Springer Nature

Published: 2022-01-01

Total Pages: 266

ISBN-13: 3030882926

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This book addresses the hot topic in audiovisual translation (AVT) of video game localization through the unique perspective of dubbing, an area which has so far received relatively little scholarly focus. The author analyses the main characteristics of video game localization within the context of English-Spanish dubbing, and emphasizes the implications for research and localization as a professional practice. The book will appeal to translation studies scholars and students, as well as AVT professionals looking to understand localization processes from a systematized approach.

Language, Games, and Evolution

Language, Games, and Evolution PDF

Author: Anton Benz

Publisher: Springer Science & Business Media

Published: 2011-03-14

Total Pages: 195

ISBN-13: 3642180051

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Recent years witnessed an increased interest in formal pragmatics and especially the establishment of game theory as a new research methodology for the study of language use. Game and Decision Theory (GDT) are natural candidates if we look for a theoretical foundation of linguistic pragmatics. Over the last decade, a firm research community has emerged with a strong interdisciplinary character, where economists, philosophers, and social scientists meet with linguists. Within this field of research, three major currents can be distinguished: one is closely related to the Gricean paradigm and aims at a precise foundation of pragmatic reasoning, the second originates in the economic literature and is concerned with the role of game theory in the context of language use, and the third aims at language evolution seen either from a biological or from a cultural perspective. Edited in collaboration with FoLLI, the Association of Logic, Language and Information, this volume is based on a selection of papers of two international conferences, one organised at ESSLLI in 2007 on language, games, and evolution, and the other organised at the ZAS in Berlin on games and decisions in pragmatics in 2008. This volume is rounded off by additional invited papers and now contains eight articles of leading researchers in the field which together provide a state-of-the-art survey of current research on language evolution and game theoretic approaches to pragmatics.

Translation and Localisation in Video Games

Translation and Localisation in Video Games PDF

Author: Miguel Á. Bernal-Merino

Publisher: Routledge

Published: 2014-09-19

Total Pages: 333

ISBN-13: 1317617835

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This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry – understood as a global phenomenon in entertainment – and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game’s virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merino incorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework, Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.

Game Localization

Game Localization PDF

Author: Minako O'Hagan

Publisher: John Benjamins Publishing

Published: 2013-08-29

Total Pages: 388

ISBN-13: 9027271860

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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. The book’s readership is intended to be translation scholars, game localization practitioners and those in Game Studies developing research interest in the international dimensions of the digital entertainment industry. The book aims to provide a road map for the dynamic professional practices of game localization and to help readers visualize the expanding role of translation in one of the 21st century's key global industries.