Game Localisation
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Recent papers in Game Localisation
Video games have evolved to become a pervasive format which is beyond entertainment, enjoyed by a broad group of people rather than as a niche activity by hardcore gamers. However, to date, academic studies focusing on game localization... more
Gender issues in the media and, particularly, in video games have been extensively investigated over the past decades (see Ross 2020). Conversely, the linguistic and cultural dimension of gender is still understudied and, due to the... more
The paper deals with style guides in the process of localization. It explains their structure and contents. Eight main chapters of localization style guides were identified: Introduction, Company Voice, Content Types, Product-Related... more
El grupo de investigacion TransMedia Catalonia (2014SGR27) de la Universitat Autonoma de Barcelona lleva mas de una decada dedicado a la formacion, la investigacion y la transferencia del conocimiento de la traduccion audiovisual y la... more
This book is about the three identities of the videogame, the gamer, and Game Studies. I write that there are no definitive truths but rather discourses and constructions; ideas, actions, beliefs, and practices related to videogames are... more
Game localisation is an emerging field in Translation Studies that initially began attracting attention in the late 1990s, when the first studies analysing this new translation phenomenon were published by professionals working in the... more
As an interactive media, fanbases of localised games can have a substantial effect on the localisation choices made by each team of translators. Thanks to the advent of the Internet and social media, gamers have the ability to participate... more
The paper deals with translation technologies used in software localization and their potential as regards the purposes of technical translators training.
This book (in Spanish) deals with the different methods, processes and techniques required to localize some old and classic video games for learning purposes.
The following paper aims to study the localisation of video games, in order to learn more about the work of the translator. It is a case study of the adventure game Grim Fandango, developed and published by Lucasarts in 1998. By comparing... more
Účelom tejto všeobecnej štylistickej príručky je pomôcť pri simulácii situácií z lokalizačnej praxe, pri ktorých je lokalizátor alebo prekladateľ viazaný klientovou štylistickou príručkou. Primárne je určená na praktické prekladateľské... more
The present thesis is a study of the translation of video games with a particular emphasis on the English-Russian language pair. On the one hand, it offers an analysis of the video game industry understood as a global phenomenon in... more
Oyun yerelleştirmesinin Türkiye'deki yeri ve league of legends oyununun incelenmesi hakkındaki araştırma, yerelleştirmenin Türkiye'deki yeri eksikleri artıları gibi konular işlenmektedir.
Özellikle Türkçe literatürdeki çeviribilim kaynaklarının bir kısmında ve Türkçe literatürdeki söylemlerde yerelleştirme (localization) ve yerlileştirme (domestication) kavramlarının çoğunlukla birbirinin eş anlamlısı gibi kullanıldığı... more
In less than four decades the video game industry has become a multibillion dollar worldwide phenomenon. As game technology has evolved, allowing for the inclusion of cinematic scenes in games, dubbing and subtitling practices have become... more
Video games have become one of the most popular forms of entertainment in the modern digital society. The global success of the game industry has fostered the development of the game localisation industry, as developers and publishers... more
(Doktora Tezi/Kitap) Holmes'un 1972 yılında sunduğu "Çeviribilimin Adı ve Doğası" adlı bildirinin ardından akademik bir disiplin haline gelen çeviribilim üzerine şimdiye kadar çevirinin süreç, işlev ve ürün boyutuna yönelik pek çok... more
PhD Thesis
"A person-centered approach to any text, language, or culture will always be more productive and effective than a focus on abstract linguistic structures or cultural conventions.
Douglas Robinson" (2007:112)
"A person-centered approach to any text, language, or culture will always be more productive and effective than a focus on abstract linguistic structures or cultural conventions.
Douglas Robinson" (2007:112)
El objetivo del presente artículo, tras repasar brevemente el estado de la cuestión, consiste en exponer el abanico de posibilidades que ofrece la localización de videojuegos para realizar futuros estudios en torno a esta materia, a la... more
The aim of this paper is to show the particularities of the so-called "romhacking", a methodology developed by amateurs to localise mainly classic video games. In the first section, the concept and origin of the term "romhacking" is... more
This is my end-of-degree dissertation about game localization.
From the perspective of Game Localization (Bernal-Merino 2015, O’Hagan and Mangiron 2013), this paper presents a descriptive corpus-assisted study on the language of personality in The Sims 4 (Electronic Arts 2014), as the psychological... more
Literature and other arts interrelate in a continuous and reciprocal exchange. In the 21st century, video games often turn literary stories, themes and characters into interactive gameplay and go beyond transmedia storytelling. Dante’s... more
This paper aims at presenting to the academic community the concept of romhacking and the methodology followed by romhackers to localize classic video games. Furthermore, it presents a reflection on the work carried out by romhackers.
Game localization is an unexplored mode of teletranslation in Chile. This work describes its main translational features and assesses the quality of English to Spanish Game Localization. In order to assess the quality of translation, a... more
Understanding the idiosyncrasies of humour has always been an area of interest for many scholars. The relationship between humour and localisation in the frame of video games is still a developing field for academic research. In this... more
El sector de los videojuegos es, a efectos académicos y profesionales, apenas un sector recién nacido con muchos recovecos desconocidos todavía por explorar. Son pocos los estudios en el ámbito de la traducción y la interpretación... more
Yerelleştirme endüstrisi, bilindiği gibi 1990'ların başından itibaren popüler hale gelmiştir. Bu popülerlik kendini önce yazılım, sonra da internetin yaygınlaşmasıyla websitesi yerelleştirmesi alanında hissettirmiştir. Ancak bununla... more
The Internet of Things (IoT) enables numerous business opportunities in fields as diverse as e-health, smart cities, smart homes, among many others. The IoT incorporates multiple long-range, short-range, and personal area wireless... more
The study of this paper stems from the author’s experience in the localisation of classic video games through romhacking techniques and aims at reflecting on the particularities and differences of the professional localisation of video... more
Els videojocs han crescut fins a convertir-se en una industria d’entreteniment global. Aquesta globalitat no s’hauria aconseguit sense els esforcos de transferencia linguistica que fan que els jocs, independentment de l’origen que... more
The course will focus not only on dominant frameworks constructing world oceans under the reign of modernization and global capitalism, but all the more so upon emergent forms of oceanic region-making and island/archipelagic belonging in... more
Call for papers for the forthcoming Fun for All: 5th International Conference on Game Translation and Accessibility - Current Trends and Future Developments
Info about my WordPress Blog: simonebregni.com on F/L2 Video-Game Based Learning
*FOR ENGLISH, SEE THE "ENGLISH SUMMARY" SECTION AT THE END OF THE PAPER* Pro gradu -tutkielmassani selvitän, voiko terminologisen käännöstyön joukkoistaminen tuottaa saavutettavia termikäännöksiä tai -määritelmiä Pokémon-pääsarjan pelien... more