{"title":"Recontextualizing disassembled texts","authors":"Luis Damián Moreno García","doi":"10.1075/babel.00372.mor","DOIUrl":null,"url":null,"abstract":"Video game multimodality has been discussed mainly from the standpoints of Game and Media Studies, but also increasingly by Translation Studies (Mejías-Climent 2017; O’Hagan 2007; Vázquez-Calvo et al. 2019). However, there is still little research focusing on how mobile game localizers construe poly-semiotic texts and their subcomponents during the translation process. Due to certain factors, the textual components of video games are commonly separated from its audiovisual elements before being sent to localization experts, who are then confronted with disassembled “texts” forced back to monomodality. Furthermore, the “text” is intertwined with programming languages and subdivided into disconnected snippets. Thus, video game localizers constantly perform what is often called “blind” translation (Dietz 2006, 2007; O’Hagan and Mangiron 2013; Mejías-Climent 2021). The present piece of research focuses on the notion of the multimodal “text” as a “web of texts” (Gambier 2021) in the field of mobile game localization from Chinese into European languages and other Eastern languages. It analyses how professional localizers perform their meaning-making processes in regard to “text” and “context” in such a medium and explores how they strive to reinstate multimodality through (re)contextualization. The study replicated “blind” localization processes via a video game translation test finished and commented on by respondents under context-scarce conditions. Data was then triangulated with online surveys and interviews to assess localizers’ considerations towards the “text” as a “web of texts.” Through quantitative and qualitative coding, the paper explores the different elements present in the web(s) and offers a view of the mobile game as a vast entity seen by the translator from an incredibly limited and limiting element, that of the monomodal “text.” Results show that mobile game localizers construct, re-construct, and co-construct the “text” according to previous gaming and translation experiences, or even imagined representations of how, why, and where “texts” are embedded.","PeriodicalId":502574,"journal":{"name":"Babel / Revue internationale de la traduction / International Journal of Translation / Revista Internacional de Traducción","volume":"284 3","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Babel / Revue internationale de la traduction / International Journal of Translation / Revista Internacional de Traducción","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1075/babel.00372.mor","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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Abstract

Video game multimodality has been discussed mainly from the standpoints of Game and Media Studies, but also increasingly by Translation Studies (Mejías-Climent 2017; O’Hagan 2007; Vázquez-Calvo et al. 2019). However, there is still little research focusing on how mobile game localizers construe poly-semiotic texts and their subcomponents during the translation process. Due to certain factors, the textual components of video games are commonly separated from its audiovisual elements before being sent to localization experts, who are then confronted with disassembled “texts” forced back to monomodality. Furthermore, the “text” is intertwined with programming languages and subdivided into disconnected snippets. Thus, video game localizers constantly perform what is often called “blind” translation (Dietz 2006, 2007; O’Hagan and Mangiron 2013; Mejías-Climent 2021). The present piece of research focuses on the notion of the multimodal “text” as a “web of texts” (Gambier 2021) in the field of mobile game localization from Chinese into European languages and other Eastern languages. It analyses how professional localizers perform their meaning-making processes in regard to “text” and “context” in such a medium and explores how they strive to reinstate multimodality through (re)contextualization. The study replicated “blind” localization processes via a video game translation test finished and commented on by respondents under context-scarce conditions. Data was then triangulated with online surveys and interviews to assess localizers’ considerations towards the “text” as a “web of texts.” Through quantitative and qualitative coding, the paper explores the different elements present in the web(s) and offers a view of the mobile game as a vast entity seen by the translator from an incredibly limited and limiting element, that of the monomodal “text.” Results show that mobile game localizers construct, re-construct, and co-construct the “text” according to previous gaming and translation experiences, or even imagined representations of how, why, and where “texts” are embedded.
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将拆解的文本重新语境化
电子游戏的多模态性主要是从游戏和媒体研究的角度进行讨论的,但也越来越多地受到翻译研究的关注(Mejías-Climent,2017 年;O'Hagan,2007 年;Vázquez-Calvo 等,2019 年)。然而,关于移动游戏本地化人员在翻译过程中如何理解多义文本及其子部分的研究仍然很少。由于某些因素,视频游戏的文本部分通常会在送交本地化专家之前与其视听元素分离,然后,本地化专家就会面对被拆解的 "文本",这些 "文本 "又被迫回到单模式。此外,"文本 "还与编程语言交织在一起,并被细分为互不关联的片段。因此,视频游戏本地化人员经常进行所谓的 "盲目 "翻译(Dietz,2006 年,2007 年;O'Hagan 和 Mangiron,2013 年;Mejías-Climent,2021 年)。本研究的重点是将多模态 "文本 "作为 "文本之网"(Gambier 2021)的概念,将移动游戏从中文本地化为欧洲语言和其他东方语言。研究分析了专业本地化人员如何在这种媒介中对 "文本 "和 "语境 "进行意义生成,并探讨了他们如何通过(重新)语境化努力恢复多模态性。本研究在语境稀缺的条件下,通过受访者完成和评论的视频游戏翻译测试,复制了 "盲目 "的本地化过程。然后通过在线调查和访谈对数据进行三角测量,以评估本地化人员对作为 "文本之网 "的 "文本 "的考虑。通过定量和定性编码,本文探讨了网络中存在的不同元素,并提供了译者从单体 "文本 "这一极其有限和局限的元素出发,将手机游戏视为一个巨大实体的观点。研究结果表明,手机游戏本地化人员会根据以往的游戏和翻译经验,甚至是对 "文本 "嵌入方式、原因和位置的想象表述,来构建、重新构建和共同构建 "文本"。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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