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新文科语言服务学术文库:游戏本地化:面向全球数字娱乐产业的翻译

新文科语言服务学术文库:游戏本地化:面向全球数字娱乐产业的翻译

1星价 ¥65.6 (8.0折)
2星价¥65.6 定价¥82.0
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  • ISBN:9787544678919
  • 装帧:一般胶版纸
  • 册数:暂无
  • 重量:暂无
  • 开本:其他
  • 页数:374
  • 出版时间:2024-04-01
  • 条形码:9787544678919 ; 978-7-5446-7891-9

内容简介

本书尝试在当代翻译理论的指导下,将游戏本地化概念化,力图弥合学术理论与游戏本地化商业实践之间存在的鸿沟,满足行业对翻译人员和本地化人员进行系统培训的实际需求,同时激发学界对该领域的研究兴趣。 游戏本地化是一个动态的领域,由现代技术驱动、市场需求引导,并受游戏流行话语的影响。技术进步使本地化和视听翻译的边界不断受到侵蚀,日益模糊并正在慢慢融合。视频游戏本地化的实践就是*好的例证,这种现象值得学界更多关注。在网络时代,读者可以从互联网上找到很多游戏本地化的学习资源,但是网上信息的质量参差不齐,要在浩瀚的互联网中找到可靠的专业资料,并高效地解决本地化培训相关的问题并非易事。而且,长期以来,与游戏本地化相关的话题在学术界通常处在翻译研究的边缘。所以,作者认为有必要撰写一部研究游戏本地化的著作,让更多人了解游戏本地化的全貌,包括游戏本地化发展概况,它如何成为全球视频游戏行业的重要组成部分,以及如何更好地教授学生这种技术和艺术,以期将游戏本地化引人翻译学的主流话语体系之中。 本书借鉴了大量游戏研究和翻译研究领域的文献,以视频游戏本地化为出发点,分析技术发展对本地化翻译的影响,探索翻译研究的新视野。作者使用本地化实践中具有代表性的数十个示例,同时结合大量的图表和插图,共同呈现这个极具发展潜力领域的主要话题,努力在翻译理论和翻译实践层面保持平衡,以便与学界和业界的目标读者建立关联。作者希望促进翻译领域与游戏领域更多的交叉研究,推动游戏本地化*佳实践的发展。本书主要的读者对象是翻译学者、游戏本地化从业者及游戏研究领域对数字娱乐产业的国际化感兴趣的人员。

目录

【目录】 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 trajectoriesin game localization General trends in game localization research Key research areas Approach CHAPTER 1 The video game and translationIntroduction 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:Narative theory versus play theory 1.3 The structure of the video game industry CHAPTER 2 The localization paradigm:Localization versus translationIntroduction 2.1 Software localization defined by practice:Internationalization 2.2 New dimensions of localization 2.2.1 Cultural representations and adaptation requiredin 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 CHAPTER 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 CHAPTER 4 Translating video games:New vistas for transcreationIntroduction 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 knowledgeas professional norms versus expectancy norms 4.4.2 Translator's agency and transcreation CHAPTER 5 Cultural contexts of game production:Patronage and rewritingin 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 change 5.2.2 Market-driven adjustments:Market relevance and preferences 5.3 Culture of game production:Power game 5.4 Game localization as rewriting CHAPTER 6 Pedagogical issues in training game localizersIntroduction 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? CHAPTER 7 Game localization research in Translation StudiesIntroduction 7.1 Game localization and accessibility research 71.1 Game accessibility and accessibility barriers in video games 71.2 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-focusedempirical research 73.1 Player experience studies 73.2 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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