关于阿拉伯世界游戏本土化的见解

Osama Al-Ajarmeh, Amer Al-Adwan
{"title":"关于阿拉伯世界游戏本土化的见解","authors":"Osama Al-Ajarmeh, Amer Al-Adwan","doi":"10.1075/jial.22002.aja","DOIUrl":null,"url":null,"abstract":"\n In the field of translation studies, game localisation is considered a growing branch of audiovisual translation\n in which localisers translate and adapt game content for successful circulation across foreign markets. This paper sheds light on the\n process of localising religious content and obscene references in the game Fiesta Online by comparing it to the Arabic-localised version Arafiesta on the basis of a corpus of 740\n dialogue strings. Drawing on the\n frameworks developed by Delabastita (1989), Zitawi\n (2008) and Al-Adwan (2015), the analysis scrutinises game elements that are\n considered controversial in the Arab world. These items were omitted, mitigated, or adapted to\n isolate the theme of Paganism from the original content. Visual features were retained except for a few instances. Finally, during the process of localising interactive aspects of the game, retention, deletion\n and adaptation were frequently used. The paper highlights how blending game localisation, a prominent localisation approach changing the intersemiotic channels (the verbal, pictorial and interactive layers) of video games, plays a pivotal role in promoting and marketing\n game imports in the Arab world, which is now one of the largest growing markets.","PeriodicalId":36199,"journal":{"name":"Journal of Internationalization and Localization","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2022-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Insights into blending game localisation in the Arab world\",\"authors\":\"Osama Al-Ajarmeh, Amer Al-Adwan\",\"doi\":\"10.1075/jial.22002.aja\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"\\n In the field of translation studies, game localisation is considered a growing branch of audiovisual translation\\n in which localisers translate and adapt game content for successful circulation across foreign markets. This paper sheds light on the\\n process of localising religious content and obscene references in the game Fiesta Online by comparing it to the Arabic-localised version Arafiesta on the basis of a corpus of 740\\n dialogue strings. Drawing on the\\n frameworks developed by Delabastita (1989), Zitawi\\n (2008) and Al-Adwan (2015), the analysis scrutinises game elements that are\\n considered controversial in the Arab world. These items were omitted, mitigated, or adapted to\\n isolate the theme of Paganism from the original content. Visual features were retained except for a few instances. Finally, during the process of localising interactive aspects of the game, retention, deletion\\n and adaptation were frequently used. The paper highlights how blending game localisation, a prominent localisation approach changing the intersemiotic channels (the verbal, pictorial and interactive layers) of video games, plays a pivotal role in promoting and marketing\\n game imports in the Arab world, which is now one of the largest growing markets.\",\"PeriodicalId\":36199,\"journal\":{\"name\":\"Journal of Internationalization and Localization\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-10-13\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Internationalization and Localization\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1075/jial.22002.aja\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"Arts and Humanities\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Internationalization and Localization","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1075/jial.22002.aja","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"Arts and Humanities","Score":null,"Total":0}
引用次数: 3

摘要

在翻译研究领域,游戏本地化被认为是视听翻译的一个不断发展的分支,在这个分支中,本地化人员翻译和改编游戏内容,以在国外市场成功流通。本文基于740个对话字符串的语料库,将《嘉年华在线》游戏中的宗教内容和淫秽参考文献与阿拉伯语本地化版本《阿拉菲斯塔》进行了比较,从而揭示了游戏中宗教内容和猥亵参考文献的本地化过程。该分析借鉴了Delabasita(1989)、Zitawi(2008)和Al Adwan(2015)开发的框架,仔细研究了阿拉伯世界中被认为有争议的游戏元素。这些项目被省略、减轻或改编,以将异教徒的主题与原始内容隔离开来。除了少数情况外,视觉特征被保留了下来。最后,在本地化游戏交互方面的过程中,经常使用保留、删除和改编。该论文强调了融合游戏本地化是一种显著的本地化方法,它改变了电子游戏的跨文化渠道(语言、图片和互动层),在阿拉伯世界促进和营销游戏进口方面发挥着关键作用,阿拉伯世界现在是最大的增长市场之一。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Insights into blending game localisation in the Arab world
In the field of translation studies, game localisation is considered a growing branch of audiovisual translation in which localisers translate and adapt game content for successful circulation across foreign markets. This paper sheds light on the process of localising religious content and obscene references in the game Fiesta Online by comparing it to the Arabic-localised version Arafiesta on the basis of a corpus of 740 dialogue strings. Drawing on the frameworks developed by Delabastita (1989), Zitawi (2008) and Al-Adwan (2015), the analysis scrutinises game elements that are considered controversial in the Arab world. These items were omitted, mitigated, or adapted to isolate the theme of Paganism from the original content. Visual features were retained except for a few instances. Finally, during the process of localising interactive aspects of the game, retention, deletion and adaptation were frequently used. The paper highlights how blending game localisation, a prominent localisation approach changing the intersemiotic channels (the verbal, pictorial and interactive layers) of video games, plays a pivotal role in promoting and marketing game imports in the Arab world, which is now one of the largest growing markets.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Journal of Internationalization and Localization
Journal of Internationalization and Localization Social Sciences-Linguistics and Language
自引率
0.00%
发文量
6
期刊最新文献
Switchable Constraints for Robust Simultaneous Localization and Mapping and Satellite-Based Localization Personal and interpersonal competence of to-be translators and interpreters during COVID-19 remote learning (students’ perspective) The first courses on localization in Slovakia Localizing the COVID-19 pandemic in Qatar Work-family interface and job outcomes among professional translators and interpreters
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1