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Profiles, Perceptions, and Experiences of Video Game Translators 电子游戏翻译的简介、看法和经验
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-01-05 DOI: 10.1177/15554120231223329
Amir Arsalan Zoraqi, Mohsen Kafi
The nuances involved in game localization call for an expert workforce, well-versed in dealing with the challenges involved. Yet, the prospect of game localization is still a blue-water area of research and not much is known regarding the profiles and the current industry practices. Thus, the present study seeks to throw light on the profiles, perceptions, and experiences of game translators. A total of 125 game translators provided qualitative and quantitative data regarding the various aspects of the profession through a 25-item online questionnaire. The findings point to a relatively young, highly educated, and mostly self-employed workforce who undertake translation as their main source of income and have a strong gaming background. The strengths and the weaknesses of the current workflow practices are identified and discussed, and suggestions are made drawing on the perceptions and experiences of game translation practitioners.
游戏本地化所涉及的细微差别需要一支精通应对相关挑战的专家队伍。然而,游戏本地化的前景仍然是一个蓝水研究领域,人们对游戏本地化的概况和当前的行业实践知之甚少。因此,本研究试图揭示游戏翻译的概况、看法和经验。共有 125 名游戏译员通过一份包含 25 个项目的在线问卷提供了有关该行业各方面的定性和定量数据。调查结果表明,游戏译员相对年轻,受教育程度较高,大多为自营职业者,以翻译为主要收入来源,并具有深厚的游戏背景。研究还发现并讨论了当前工作流程做法的优缺点,并根据游戏翻译从业人员的看法和经验提出了建议。
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引用次数: 0
The Ground Floor Approach to Video Game Accessibility: Identifying Design Features Prioritized by Accessibility Reviews 电子游戏无障碍化的底层方法:根据无障碍审查确定优先设计功能
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-01-05 DOI: 10.1177/15554120231222580
Sky LaRell Anderson
This article describes the priorities for accessibility found in video game accessibility reviews. Through an analysis of 20 articles published by the accessibility review websites DAGERSystem.com and CanIPlayThat.com, this study categorizes the accessibility features in those articles in order to discover which accessibility features are the most important to reviewers, gauged by how many words are dedicated to addressing each feature. The study discovers 15 primary categories of accessibility most prominently features in these reviews. Word counts for each category provide a prioritized list of which accessibility features are the most central to video game accessibility. This article concludes by introducing the ground floor approach to video game accessibility, which calls for subtitles, difficulty settings, control options, and visual clarity as essential features in modern game design.
本文介绍了在电子游戏无障碍评论中发现的无障碍优先事项。通过对无障碍评论网站 DAGERSystem.com 和 CanIPlayThat.com 发表的 20 篇文章进行分析,本研究对这些文章中的无障碍功能进行了分类,以发现哪些无障碍功能对评论者来说是最重要的,并以专门论述每个功能的字数来衡量。这项研究发现了这些评论中最突出的 15 个无障碍性主要类别。每个类别的字数都提供了一份优先级列表,列出了哪些无障碍功能对视频游戏无障碍化最为重要。本文最后介绍了视频游戏无障碍化的基本方法,即要求将字幕、难度设置、控制选项和视觉清晰度作为现代游戏设计的基本特征。
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引用次数: 0
Video Games Interventions to Reduce Radicalization and Violent Extremism in Young People: A Systematic Review 通过电子游戏干预减少年轻人的激进主义和暴力极端主义:系统回顾
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2024-01-02 DOI: 10.1177/15554120231223067
Fatima Lopez Naranjo, M. A. Maldonado, Esther Cuadrado, Manuel Moyano
The development and consumption of video games have experienced a significant boom in recent decades. Recently, attention has been paid to the impact they can have on young people and how extremist and radical groups are using them to recruit and reinforce hateful ideas and behaviors. It would be innovative to use this powerful tool to prevent and educate on values and rights, thereby reducing prejudices toward the outgroup. Therefore, the present systematic review aims to gather and systematize existing knowledge on video game-based interventions to reduce and prevent extremism and violent radicalization in young people, following the PRISMA method, analyzing a total of six articles. The results indicate that such interventions can reduce prejudiced behaviors toward outgroup individuals and increase resilience, empathy, and prosocial interactions. However, further exploration in this field is necessary to better understand the mechanisms involved and improve video game designs for preventive purposes.
近几十年来,电子游戏的开发和消费经历了显著的繁荣。最近,人们开始关注电子游戏对青少年的影响,以及极端主义和激进团体如何利用电子游戏来招募和强化仇恨思想和行为。利用这一强有力的工具来预防和教育价值观与权利,从而减少对异类的偏见,将是一种创新。因此,本系统性综述旨在收集和系统整理有关基于视频游戏的干预措施的现有知识,以减少和预防青少年极端主义和暴力激进化,采用PRISMA方法,共分析了六篇文章。结果表明,此类干预措施可以减少对异类个体的偏见行为,增强复原力、同理心和亲社会互动。然而,为了更好地了解其中的机制并改进用于预防目的的视频游戏设计,有必要在这一领域进行进一步的探索。
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引用次数: 0
From Aesthetics to Asymmetry: Contradictions of Ecological Play in Cities: Skylines 从美学到不对称:城市生态游戏的矛盾:天际线
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-12-14 DOI: 10.1177/15554120231219729
Laurence May, Ben Hall
Anchored in the Anthropocene era's paradigm of human mastery over nature, Cities: Skylines grants its players extensive agency to shape untouched terrains into sprawling cities. We draw upon “ecological thought”—a mode of awareness that highlights the radical interconnectedness of all beings and their environments—to consider the ecological dynamics of city-building by the game's players. Analyzing player-generated paratexts from online game communities reveals that while many players aspire toward ecocentric city designs, they instead inadvertently restage the asymmetric planetary relationship emblematic of our current era. Our analysis uncovers the capital-driven assumptions that characterize human–environment relations in the game. Attempts at ecocentric aesthetics invariably subsumed by cybernetic interactions that privilege the Anthropocene's prevailing power dynamics. These expressions highlight the inherent contradictions of the Anthropocene era as encountered in Cities: Skylines and illustrate the permeability between the contemporary material world and digital play.
城市:天际线》(Cities:城市:天际线》赋予玩家广泛的权限,将未经开发的土地塑造成不断扩张的城市。我们借鉴 "生态思想"--一种强调所有生物与其环境之间根本性相互联系的认识模式--来考虑游戏玩家建造城市的生态动态。通过分析玩家从网络游戏社区中生成的副文本,我们发现虽然许多玩家都渴望设计以生态为中心的城市,但他们却无意中重塑了当今时代所代表的不对称的地球关系。我们的分析揭示了资本驱动的假设,这些假设是游戏中人类与环境关系的特征。以生态为中心的美学尝试无一例外地被控制论互动所淹没,而控制论互动则为人类世的主流权力动态提供了特权。这些表达方式凸显了《城市:天际线》中人类世时代的内在矛盾,并说明了人类世时代的渗透性:天际线》中所遇到的人类世时代的内在矛盾,并说明了当代物质世界与数字游戏之间的渗透性。
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引用次数: 0
Lovecraftian Games: The Afterlife of Cthulhu on Valve's Steam Client 魔兽游戏在 Valve 的 Steam 客户端上体验《Cthulhu 的来世
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-12-12 DOI: 10.1177/15554120231217538
Prema Arasu
Today, H. P. Lovecraft's popular culture legacy resides in the shared world of the Cthulhu Mythos and in the iconography of its monsters. Rather than attempt to definitively identify what makes something Lovecraftian, this paper takes a reception theory informed approach to investigate the ways in which the user-defined ‘Lovecraftian’ tag is applied on Steam. This paper identifies the recurrence of sanity mechanics, tentacularity, and parody in the games that users have tagged as ‘Lovecraftian’ and discusses how these elements adapt and respond to Lovecraft's mythos and cosmicist philosophy. The Lovecraftian games available on Steam, as they have been identified by their consumers, indicate that the digital game is a worthwhile platform for adaptations of the works of H. P. Lovecraft due to the interactivity offered by the medium. However, many of these games also contain subversive or parodic elements that undermine Lovecraft's cosmicism.
如今,H. P. 洛夫克拉夫特的大众文化遗产存在于《克苏鲁神话》的共享世界及其怪物图标中。本文并不试图明确指出什么是 "洛夫克拉夫特式",而是从接受理论的角度出发,研究用户定义的 "洛夫克拉夫特式 "标签在 Steam 上的应用方式。本文指出了在用户标记为 "Lovecraftian "的游戏中反复出现的理智机制、腾跃性和戏仿,并讨论了这些元素如何适应和回应洛夫克拉夫特的神话和宇宙主义哲学。Steam平台上的 "洛夫克拉夫特风格 "游戏,正如其消费者所认定的那样,表明数字游戏是一个值得改编H. P. 洛夫克拉夫特作品的平台,因为该媒介提供了互动性。然而,其中许多游戏也包含颠覆性或戏仿元素,破坏了洛夫克拉夫特的宇宙观。
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引用次数: 0
Hey, You! The Importance of Pragmatics in Localizations of Mass Effect in French and Spanish 嘿,你!语用学在《质量效应》法语和西班牙语本地化中的重要性
IF 2.8 2区 文学 Q1 COMMUNICATION Pub Date : 2023-12-12 DOI: 10.1177/15554120231218046
Alexander Stainton, Seán G. Roberts, Stephanie Rennick
The localization of video game dialog for diverse audiences is challenging because of differences in linguistic features between languages and pragmatic norms between cultures. For example, localizers must decide how to translate the English second-person singular pronoun “you” into languages that have a pragmatic distinction between formal and informal pronouns (e.g., “vous” and “tu” in French). These distinctions are used in social interaction to signal politeness, respect, and social distance, which are important elements that shape player experience in role-playing games. We analyze the dialog from French and Spanish localizations of Mass Effect and show they have strikingly different strategies for translating pronouns. French mostly uses formal pronouns while Spanish mostly uses informal pronouns. We explain how these differences affect player experience and argue that effective localization requires a clear strategy for dealing with pragmatics. We conclude by making practical suggestions for how game creators can better support localization.
由于不同语言之间的语言特点和不同文化之间的语用规范存在差异,针对不同受众的视频游戏对话本地化工作极具挑战性。例如,本地化人员必须决定如何将英语中的第二人称单数代词 "you "翻译成有正式和非正式代词(如法语中的 "vous "和 "tu")之分的语言。在社会交往中,这些区别被用来表示礼貌、尊重和社会距离,而这些都是影响角色扮演游戏中玩家体验的重要因素。我们分析了《质量效应》的法语和西班牙语本地化版本中的对话,结果表明它们在翻译代词时采用了截然不同的策略。法语主要使用正式代词,而西班牙语主要使用非正式代词。我们解释了这些差异是如何影响玩家体验的,并认为有效的本地化需要明确的语用策略。最后,我们就游戏创作者如何更好地支持本地化提出了切实可行的建议。
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引用次数: 0
Fear of Monsters: Toward an Understanding of the Threat of the Computational Monster Read Through the Theoretical Lens of Game-Play 对怪物的恐惧:通过游戏玩法的理论视角解读计算怪物的威胁
2区 文学 Q1 COMMUNICATION Pub Date : 2023-11-13 DOI: 10.1177/15554120231211376
Lasse Juel Larsen, Bo Kampmann Walther
This article analyzes the configuration of fear generated by the computational monster in computer games. We view the monster as a computational entity, which we approach through our theory of game-play coupled with the concepts of loss aversion and endowment effect. Of particular interest is player perception of the threat posed by monsters as they perturb the experience of progression and the sensation of control within the game. We scrutinize this aspect from a situational as well as an existential perspective. Furthermore, we advance an analytical scheme of the threat of the computational monster, which is radically different from the traditional academic approach with its emphasis on the representation of monsters. Overall, we argue that the threat players perceive when facing monsters in computer games springs more from the computational nature of monsters—how they upset progression and the feeling of control—and less from the representation of the monster(s).
本文分析了电脑游戏中计算怪物所产生的恐惧配置。我们将怪物视为一个计算实体,我们通过游戏理论与损失厌恶和禀赋效应的概念进行研究。特别有趣的是玩家对怪物威胁的感知,因为它们扰乱了游戏中的进程体验和控制感。我们从情境和存在的角度来审视这一方面。此外,我们提出了一种计算怪物威胁的分析方案,它与传统的学术方法截然不同,它强调怪物的表征。总的来说,我们认为玩家在电脑游戏中面对怪物时感受到的威胁更多地来自于怪物的计算性质——它们如何扰乱进程和控制感——而不是来自于怪物的表现。
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引用次数: 0
Finish—Spare the Shame: Realism of Hellish Quart and Alt-Sarmatian Ideology 结束-不要羞耻:地狱夸脱的现实主义和新萨尔马西亚意识形态
2区 文学 Q1 COMMUNICATION Pub Date : 2023-11-07 DOI: 10.1177/15554120231210599
Tomasz Z. Majkowski, Magdalena Kozyra, Aleksandra Prokopek
This article provides in-depth analysis of Hellish Quart: a fighting game set in 17th century Polish–Lithuanian Commonwealth, and cherished for its realism, vis-a-vis Neosarmatian ideology of the Polish alt-right: the current iteration of centuries-old origin myth of Polish nobility. While we do not consider the game a willing participant in the proliferation of Alt-Sarmatian ideas, we claim the pervasiveness of Sarmatism within Polish national identity makes it difficult not to consider the conservative approach to national history a “realistic one.” In this article, we present the shortened history of both Sarmatian myth and the special place sabre-fighting occupies in Polish culture, and utilize them to understand ideological entanglement of the “realism” offered by Hellish Quart regarding the vision of the past and the mechanics of combat.
这是一款以17世纪波兰立陶宛联邦为背景的格斗游戏,因其现实主义而备受推崇,与波兰另类右翼的新萨尔马提主义意识形态针锋相对:这是波兰贵族数百年起源神话的最新版本。虽然我们不认为这款游戏是新萨尔马提亚思想扩散的自愿参与者,但我们认为,萨尔马提亚主义在波兰民族认同中的普遍存在,使得我们很难不认为保守的民族历史方法是“现实的”。在这篇文章中,我们呈现了萨尔马西亚神话的缩短历史和佩剑在波兰文化中所占据的特殊地位,并利用它们来理解Hellish Quart关于过去的愿景和战斗机制的“现实主义”的意识形态纠缠。
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引用次数: 0
Becoming a Xia: Constructing Cultural Identity in the History of Wuxia Games in China 成为侠:中国武侠游戏史上的文化认同建构
2区 文学 Q1 COMMUNICATION Pub Date : 2023-11-05 DOI: 10.1177/15554120231208735
Tianming Cao, Hongya Zhou, Anqi Feng
This study examines Chinese Wuxia games (martial arts) as cultural artifacts, utilizing a cultural historical approach to analyze their textual content and gameplay in order to explore the construction of cultural identity. I investigate the localization of early games and identify the cultural consciousness of early producers between 1990 and 1995. Through decoding cultural symbols, this research reveals the fixed cultural sources and components of cultural identity from 1995 to 2003. From 2004 to 2009, I examine how the industry's overall decline resulted in fatalism being projected onto the game design, leading to the integration of Wuxia games with contemporary culture and historical characteristics. Between 2010 and 2021, with the growth of player subjectivities, the construction of player identity reveals the fluid nature of cultural identity. This study also identifies three layers of Xia (martial arts hero) identity, including group affiliation, judgment, and creed.
本研究将中国武侠游戏(武术)作为文化文物进行考察,利用文化历史的方法分析其文本内容和玩法,以探索文化认同的构建。我调查了早期游戏的本土化,并确定了1990年至1995年间早期制作人的文化意识。本研究通过对文化符号的解码,揭示了1995 - 2003年文化认同的固定文化来源和构成要素。从2004年到2009年,我研究了武侠游戏产业的整体衰落是如何将宿命论投射到游戏设计中,从而将武侠游戏与当代文化和历史特征融合在一起。2010年至2021年间,随着球员主体性的增长,球员身份的建构揭示了文化身份的流动性。本研究也将侠(武侠)的身份划分为三个层次,包括群体归属、判断和信仰。
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引用次数: 0
Ecocritical Agency in I Was a Teenage Exocolonist 生态批评机构在我是一个十几岁的外来殖民者
2区 文学 Q1 COMMUNICATION Pub Date : 2023-10-30 DOI: 10.1177/15554120231209804
Sarah Freye
In this article, I offer an ecocritical approach to video games that can help analyze how game designers can use choice-based game mechanics to offer audiences a way to confront humanity's role in the climate crisis. I Was a Teenage Exocolonist seamlessly integrates gameplay and narrative to help players cultivate new understandings about the anthropocene: “It takes little effort to render a planet inhospitable, but significant dedication to restore it” (Exocolonist, Age 13).
在本文中,我将提供电子游戏的生态批判方法,帮助分析游戏设计师如何使用基于选择的游戏机制,为用户提供一种面对人类在气候危机中的角色的方法。《I Was a Teenage exocolism》将游戏玩法和叙述无缝地结合在一起,帮助玩家培养对人类世的新理解:“让一个星球变得不适宜居住不费什么力气,但却要付出巨大的努力来恢复它”(《exocolism》,13岁)。
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引用次数: 0
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Games and Culture
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