
Game Localization
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Content
- Game Localization
- Editorial page
- Title page
- LCC page
- Table of contents
- Figures and tables
- Acknowledgements
- About this book
- Aim and structure of the book
- Target readers
- Conventions used in this book
- Glossary
- Prologue
- Introduction
- Rationale
- Context
- An overview of translation studies research trajectories in game localization
- General trends in game localization research
- Key research areas
- Approach
- 1. The video game and translation
- Introduction
- 1.1 A historical sketch of video game localization
- 1.1.1 Early days: Before the mid-1980s
- 1.1.2 Growth phase: The mid-1980s to mid-1990s
- 1.1.3 Development phase: The mid- to late 1990s
- 1.1.4 Maturing phase: Early 2000 to 2005
- 1.1.5 Advancing phase: 2005 to the present
- 1.2 Video games: Domain, terminology and characteristics
- 1.2.1 Key terminology: Video game vs. computer game
- 1.2.2 Defining a video game
- 1.2.3 Game genres
- 1.2.4 Video games as transmedia
- 1.2.5 Video game theory: Narrative theory versus play theory
- 1.3 The structure of the video game industry
- 2. The localization paradigm: Localization versus translation
- Introduction
- 2.1 Software localization defined by practice: Internationalization
- 2.2 New dimensions of localization
- 2.2.1 Cultural representations and adaptation required in software localization
- 2.2.2 Localization facilitated by technology
- 2.3 Localization in Translation Studies
- 2.4 Game localization or game translation?
- 2.5 An absence of agency in localization speak
- 3. Game localization: A practical dimension
- Introduction
- 3.1 Video games and GILT: Localization-friendly game development
- 3.2 Game localization models
- 3.2.1 Outsourcing model
- 3.2.2 In-house model
- 3.3 Game assets requiring localization
- 3.3.1 In-game text
- 3.3.2 Art assets
- 3.3.3 Audio and cinematic assets
- 3.3.4 Printed materials
- 3.4 The localization process
- 3.4.1 Pre-localization
- 3.4.2 Translation
- 3.4.3 Editing
- 3.4.4 Recording
- 3.4.5 Post-localization
- 3.4.6 Submission of release candidate version
- 3.4.7 Production and distribution
- 3.4.8 Game localization scenario
- 3.5 Levels of localization
- 3.6 Tools used in game translation
- 4. Translating video games: New vistas for transcreation
- Introduction
- 4.1 Game text taxonomy and text function
- 4.1.1 Game text: Play and narrative dimensions
- 4.1.2 Game text taxonomy and translation
- 4.2 Translation strategies applied in game localization
- 4.2.1 Translation strategies for pragmatic translation problems
- 4.2.2 Translation strategies for interlingual translation problems
- 4.3 A brief case study of Square Enix
- 4.3.1 Overview
- 4.3.2 Examples of innovation and appropriation of translation
- 4.4 The translator as a creative agent: Game localization as transcreation
- 4.4.1 Internal knowledge versus external knowledge as professional norms versus expectancy norms
- 4.4.2 Translator's agency and transcreation
- 5. Cultural contexts of game production: Patronage and rewriting in the digital age
- Introduction
- 5.1 Video games as cultural products
- 5.1.1 Game culture: Japan versus the US
- 5.1.2 Cultural content in games and cultural localization
- 5.2 Cultural adjustments
- 5.2.1 Mandatory requirements for changes
- 5.2.2 Market-driven adjustments: Market relevance and preferences
- 5.3 Culture of game production: Power game
- 5.4 Game localization as rewriting
- 6. Pedagogical issues in training game localizers
- Introduction
- 6.1 Game localization as an emerging professional translation activity
- 6.2 Training future game localizers
- 6.2.1 Game localizers' competence
- 6.2.2 Course design
- 6.2.3 Assessment
- 6.3 Teaching materials and human resources
- 6.3.1 The eCoLoMedia game localization course
- 6.4 Pedagogy in game localization: A vocational or an academic focus?
- 7. Game localization research in Translation Studies
- Introduction
- 7.1 Game localization and accessibility research
- 7.1.1 Game accessibility and accessibility barriers in video games
- 7.1.2 Benefits of game accessibility
- 7.1.3 Research on game accessibility
- 7.2 Game localization and fan studies: Fans as co-creators
- 7.2.1 Fan culture represented in the form of fan work
- 7.2.2 Fan translation: Translation hacking and crowdsourcing
- 7.2.3 Fan translator expertise versus professional expertise
- 7.3 A new research direction in Translation Studies: User-focused empirical research
- 7.3.1 Player experience studies
- 7.3.2 Natural language interaction through AI, chatbot, and speech recognition
- Conclusion
- Game localization, game translation or game transcreation?
- Translation quality and users
- Localization directionality and regional variations of language
- International game design and internationalization
- Technology applications and the future of game localization
- References
- Gameography
- Appendix. Postgraduate courses in game localization in Spain
- Index
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