{"title":"伊朗电子游戏的文化本地化","authors":"Amir Arsalan Zoraqi, Movahedeh Sadat Mousavi","doi":"10.1075/ts.23011.zor","DOIUrl":null,"url":null,"abstract":"\n Localization is the process through which products are tailored to the socio-cultural values of the\n recipient locale. This study seeks to shed light on the practice of video games cultural localization in Iran by focusing on two\n of the most prominent software localization and publication companies in Iran, namely Parnian and\n Gerdoo. Furthermore, identifying the types of content considered inappropriate by the Iranian game\n localization supervisory bodies constitutes another aim of the present study. To this end, six officially localized video games\n are compared and contrasted with their original English counterparts. As for the results, the modifications were observed at both\n diegetic and non-diegetic levels. Modifications revolved around the following themes: religious issues, socio-cultural issues, and\n socio-political references linked to Iran’s legal and religious frameworks. Regarding the strategies, the localized video games\n were modified by removing the cut scenes, applying graphical changes, and editing out the original soundtrack.","PeriodicalId":43764,"journal":{"name":"Translation Spaces","volume":null,"pages":null},"PeriodicalIF":1.0000,"publicationDate":"2024-01-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The cultural localization of video games in Iran\",\"authors\":\"Amir Arsalan Zoraqi, Movahedeh Sadat Mousavi\",\"doi\":\"10.1075/ts.23011.zor\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"\\n Localization is the process through which products are tailored to the socio-cultural values of the\\n recipient locale. This study seeks to shed light on the practice of video games cultural localization in Iran by focusing on two\\n of the most prominent software localization and publication companies in Iran, namely Parnian and\\n Gerdoo. Furthermore, identifying the types of content considered inappropriate by the Iranian game\\n localization supervisory bodies constitutes another aim of the present study. To this end, six officially localized video games\\n are compared and contrasted with their original English counterparts. As for the results, the modifications were observed at both\\n diegetic and non-diegetic levels. Modifications revolved around the following themes: religious issues, socio-cultural issues, and\\n socio-political references linked to Iran’s legal and religious frameworks. Regarding the strategies, the localized video games\\n were modified by removing the cut scenes, applying graphical changes, and editing out the original soundtrack.\",\"PeriodicalId\":43764,\"journal\":{\"name\":\"Translation Spaces\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":1.0000,\"publicationDate\":\"2024-01-09\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Translation Spaces\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1075/ts.23011.zor\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"0\",\"JCRName\":\"LANGUAGE & LINGUISTICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Translation Spaces","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1075/ts.23011.zor","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"LANGUAGE & LINGUISTICS","Score":null,"Total":0}
Localization is the process through which products are tailored to the socio-cultural values of the
recipient locale. This study seeks to shed light on the practice of video games cultural localization in Iran by focusing on two
of the most prominent software localization and publication companies in Iran, namely Parnian and
Gerdoo. Furthermore, identifying the types of content considered inappropriate by the Iranian game
localization supervisory bodies constitutes another aim of the present study. To this end, six officially localized video games
are compared and contrasted with their original English counterparts. As for the results, the modifications were observed at both
diegetic and non-diegetic levels. Modifications revolved around the following themes: religious issues, socio-cultural issues, and
socio-political references linked to Iran’s legal and religious frameworks. Regarding the strategies, the localized video games
were modified by removing the cut scenes, applying graphical changes, and editing out the original soundtrack.
期刊介绍:
Translation Spaces is a biannual, peer-reviewed, indexed journal that recognizes the global impact of translation. It envisions translation as multi-dimensional phenomena productively studied (from) within complex spaces of encounter between knowledge, values, beliefs, and practices. These translation spaces -virtual and physical- are multidisciplinary, multimedia, and multilingual. They are the frontiers being explored by scholars investigating where and how translation practice and theory interact most dramatically with the evolving landscape of contemporary globalization.