Creativity and playability in the localisation of video games

Miguel Á. Bernal-Merino
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引用次数: 6

Abstract

Creativity is one of the most highly debated topics in translation not only because of how it relates to authorship but also because of the unavoidable cultural ramifications and the business implications for all the parties involved. Identifying the parameters within which creative translation operates in entertainment media requires a complex process that comprises a large amount of variables beyond the linguistic ones. Semiotics is suggested as a robust analytical tool to study the layering of meaning-making in entertainment products, in other words, their polysemioticity. Multimedia interactive entertainment software (MIES), a. k. a. video games, adds levels of complexity never seen before in translation due to their functional requirements. In order to identify the features that separate other entertainment products from MIES, this article analyses also the translation of novels, comics and films. The concept of playability is utilised as a way of isolating the pragmatic challenges of video game localisation.
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电子游戏本地化中的创造性和可玩性
创造力是翻译中最具争议的话题之一,这不仅是因为它与作者的关系,还因为不可避免的文化影响和对所有相关方的商业影响。识别娱乐媒体中创造性翻译的参数需要一个复杂的过程,这个过程包括语言变量之外的大量变量。符号学被认为是一种强有力的分析工具,可以研究娱乐产品中意义制造的分层,换句话说,它们的多义性。多媒体互动娱乐软件(MIES),也就是视频游戏,由于其功能要求,在翻译中增加了前所未有的复杂性。本文还对小说、漫画和电影的翻译进行了分析,以确定其他娱乐产品与MIES的区别。可玩性的概念被用来隔离视频游戏本地化的务实挑战。
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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来源期刊
Journal of Internationalization and Localization
Journal of Internationalization and Localization Social Sciences-Linguistics and Language
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