{"title":"游戏本地化中的间接翻译作为数字人工制品全球流通的一种方法","authors":"Minako O’Hagan","doi":"10.1075/target.00007.oha","DOIUrl":null,"url":null,"abstract":"\nTo contribute towards extending the scope of research on indirect translation, this article focuses on game localization as an overlooked site where this translation practice is relatively common. For major games developed in a language other than English (LOTE), the English version (locale) is often used as a pivot from which to generate other locales across different regions. This article investigates the motivations, challenges, and implications of the use of indirect translation in game localization through a case study of Square Enix – a major Japanese game developer/publisher that is among the pioneers of game localization. It reveals how indirect translation forms both a solution and a bottleneck for the global circulation of digital interactive products. The article uncovers the key factors behind the position of English as the default pivot language in localizing Japanese games and points to the possible future impact of the emergence of Asian markets, particularly the Chinese market, on the game localization ecosystem. The lens of indirect translation facilitates theorizing underexplored aspects of game localization as an economic activity situated in the digital terrain. By casting the apparent drawback of indirect translation in a socio-economic framework, the article presents the future scope of this research subfield in game localization.","PeriodicalId":51739,"journal":{"name":"Target-International Journal of Translation Studies","volume":null,"pages":null},"PeriodicalIF":1.9000,"publicationDate":"2022-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"Indirect translation in game localization as a method of global circulation of digital artefacts\",\"authors\":\"Minako O’Hagan\",\"doi\":\"10.1075/target.00007.oha\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"\\nTo contribute towards extending the scope of research on indirect translation, this article focuses on game localization as an overlooked site where this translation practice is relatively common. For major games developed in a language other than English (LOTE), the English version (locale) is often used as a pivot from which to generate other locales across different regions. This article investigates the motivations, challenges, and implications of the use of indirect translation in game localization through a case study of Square Enix – a major Japanese game developer/publisher that is among the pioneers of game localization. It reveals how indirect translation forms both a solution and a bottleneck for the global circulation of digital interactive products. The article uncovers the key factors behind the position of English as the default pivot language in localizing Japanese games and points to the possible future impact of the emergence of Asian markets, particularly the Chinese market, on the game localization ecosystem. The lens of indirect translation facilitates theorizing underexplored aspects of game localization as an economic activity situated in the digital terrain. By casting the apparent drawback of indirect translation in a socio-economic framework, the article presents the future scope of this research subfield in game localization.\",\"PeriodicalId\":51739,\"journal\":{\"name\":\"Target-International Journal of Translation Studies\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":1.9000,\"publicationDate\":\"2022-06-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Target-International Journal of Translation Studies\",\"FirstCategoryId\":\"98\",\"ListUrlMain\":\"https://doi.org/10.1075/target.00007.oha\",\"RegionNum\":2,\"RegionCategory\":\"文学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"0\",\"JCRName\":\"LANGUAGE & LINGUISTICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Target-International Journal of Translation Studies","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1075/target.00007.oha","RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"LANGUAGE & LINGUISTICS","Score":null,"Total":0}
Indirect translation in game localization as a method of global circulation of digital artefacts
To contribute towards extending the scope of research on indirect translation, this article focuses on game localization as an overlooked site where this translation practice is relatively common. For major games developed in a language other than English (LOTE), the English version (locale) is often used as a pivot from which to generate other locales across different regions. This article investigates the motivations, challenges, and implications of the use of indirect translation in game localization through a case study of Square Enix – a major Japanese game developer/publisher that is among the pioneers of game localization. It reveals how indirect translation forms both a solution and a bottleneck for the global circulation of digital interactive products. The article uncovers the key factors behind the position of English as the default pivot language in localizing Japanese games and points to the possible future impact of the emergence of Asian markets, particularly the Chinese market, on the game localization ecosystem. The lens of indirect translation facilitates theorizing underexplored aspects of game localization as an economic activity situated in the digital terrain. By casting the apparent drawback of indirect translation in a socio-economic framework, the article presents the future scope of this research subfield in game localization.
期刊介绍:
Target promotes the scholarly study of translational phenomena from any part of the world and welcomes submissions of an interdisciplinary nature. The journal"s focus is on research on the theory, history, culture and sociology of translation and on the description and pedagogy that underpin and interact with these foci. We welcome contributions that report on empirical studies as well as speculative and applied studies. We do not publish papers on purely practical matters, and prospective contributors are advised not to submit masters theses in their raw state.