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On-Screen Language in Video Games: A Translation Perspective [Pehme köide]

(Uniwersytet ódzki, Poland), (Uniwersytet ódzki, Poland)
  • Formaat: Paperback / softback, 75 pages, kõrgus x laius x paksus: 228x152x7 mm, kaal: 170 g, Worked examples or Exercises
  • Sari: Elements in Translation and Interpreting
  • Ilmumisaeg: 24-Nov-2022
  • Kirjastus: Cambridge University Press
  • ISBN-10: 1009045512
  • ISBN-13: 9781009045513
  • Formaat: Paperback / softback, 75 pages, kõrgus x laius x paksus: 228x152x7 mm, kaal: 170 g, Worked examples or Exercises
  • Sari: Elements in Translation and Interpreting
  • Ilmumisaeg: 24-Nov-2022
  • Kirjastus: Cambridge University Press
  • ISBN-10: 1009045512
  • ISBN-13: 9781009045513
In this Element, the authors focus on the translational dimension of 'on-screen language' (OSL). They analyse a data set covering the Polish localisations of Tom Clancy's The Division 2 and Shadow Warrior 2, from which over 1000 cases of unique and meaningful OSL were extracted, almost exclusively in languages other than Polish. Close to 100 representative examples are examined in this Element to map out a comprehensive typological account of OSL. First, visual-verbal stimuli are categorised by their prominence in the 3D environment. The second typology focuses on the identified OSL functions. A supplementary typological distinction is proposed based on the technical (static vs. dynamic) implementation of OSL. The discussion of findings and implications notably comprises input from an interview that the authors conduced with a lead level developer behind Shadow Warrior 2 to provide a complementary professional perspective on OSL and its translation.

In this Element, roughly, 100 representative examples are examined to map out a comprehensive typological account of OSL. The discussion of findings and implications notably comprises input from an interview with a lead level developer behind Shadow Warrior 2 to provide a complementary professional perspective on OSL and its translation.

Muu info

The Element uncovers the sources of interlingual and cross-cultural asymmetries motivated by on-screen language in video games.
Introduction; Video games: the potential for on-screen language and
translation;
1. On-screen language from films to video games;
2. Video
games as a medium and more than that;
3. Localisation; Mapping out OSL
functions and facets;
4. Procedure and scope of analysis;
5. Attention
allocation continuum;
6. Immersion-enhancing facets of OSL in games;
7.
Multiple levels of communication in OSL;
8. Practical considerations in OSL
deployment; Meaningful mismatches: findings and future developments;
9.
Discussion; Appendix; Bibliography.