1887
Volume 11, Issue 1
  • ISSN 2949-6861
  • E-ISSN: 2949-6845
USD
Buy:$35.00 + Taxes

Abstract

Authenticity is commonly discussed by scholars specialized in game localization. Their discussions range from the challenge professional localizers face to the role of using materials in the classroom to train new localization professionals. This paper discusses the issue of localization practices and game authenticity, addressing how game developers and localization professionals debate this issue. To do so, the paper defines localization and authenticity and presents a literature review on the theme. After that, we present the results from interviews and fieldwork at game conventions on three different themes: culture and authenticity in games, game changes during localization process, and authenticity definitions. We conclude that the discussion between authenticity and localization should be based on the localizer’s language so the research about this topic can be further investigated.

Loading

Article metrics loading...

/content/journals/10.1075/dt.23003.fon
2024-06-06
2025-02-08
Loading full text...

Full text loading...

References

  1. Al-Batineh, Mohammed
    2021 “Issues in Arabic video game localization: A descriptive study”. The International Journal for Translation & Interpreting Research13 (2): 45–64. 10.12807/ti.113202.2021.a03
    https://doi.org/10.12807/ti.113202.2021.a03 [Google Scholar]
  2. Allison, Anne
    2006 ““Gotta Catch ’Em All”: The Pokémonization of America (and the World)”. InMillennial Monsters: Japanese Toys and the Global Imagination. University of California Press.
    [Google Scholar]
  3. Bhabha, Homi J.
    1994The Location of Culture. London: Routledge.
    [Google Scholar]
  4. Bernal-Merino, Miguel Ángel
    2006 “On the Translation of Video Games”. The Journal of Specialised Translation061. https://www.jostrans.org/issue06/art_bernal.php
    [Google Scholar]
  5. 2015Translation and Localisation in Video Games: Making Entertainment Software Global. New York: Routledge.
    [Google Scholar]
  6. Carlson, Rebecca, & Corliss, Jonathan
    2011 “Imagined Commodities: Video Game Localization and Mythologies of Cultural Difference”. Games and Culture6(1): 61–82. 10.1177/1555412010377322
    https://doi.org/10.1177/1555412010377322 [Google Scholar]
  7. Consalvo, Mia
    2006 “Console video games and global corporations: Creating a hybrid culture”. New Media & Society8(1): 117–137. 10.1177/1461444806059921
    https://doi.org/10.1177/1461444806059921 [Google Scholar]
  8. Esqueda, Marileide Dias
    2020 “Training Translators for Video Game Localization: In Search of a Pedagogical Approach”. Revista Brasileira de Linguística Aplicada20 (4): 703–731. 10.1590/1984‑6398202016045
    https://doi.org/10.1590/1984-6398202016045 [Google Scholar]
  9. Fontolan, Marina; Malazita, James Wilson; Costa, Janaina Pamplona da
    2022 “Language, Identity, and Games: discussing the role of players in videogame localization”. Game Studies the international journal of computer game research, 22 (3). https://gamestudies.org/2203/articles/fontolan_malazita_dacosta
    [Google Scholar]
  10. Khoshsaligheh, Masood; Ameri, Saeed
    2020 “Video game localisation in Iran: a survey of users’ profile, gaming habits and preferences”. The Translator26 (2): 190–208. 10.1080/13556509.2020.1724046
    https://doi.org/10.1080/13556509.2020.1724046 [Google Scholar]
  11. Localization Industry Standards Association – LISA
    Localization Industry Standards Association – LISA 2003The Localization Industry Primer. Second edition. https://www.immagic.com/eLibrary/ARCHIVES/GENERAL/LISA/L030625P.pdf
    [Google Scholar]
  12. Mangiron, Carme
    2021 “Found in Translation: Evolving Approaches for the Localization of Japanese Video Games”. Arts101: 9. 10.3390/arts10010009
    https://doi.org/10.3390/arts10010009 [Google Scholar]
  13. Mangiron, Carme.; O’Hagan, Minako
    2006 “Game Localisation: Unleashing Imagination with ‘Restricted’ Translation”. The Journal of Specialised Translation061 (July): 10–21. www.jostrans.org/issue06/art_ohagan.pdf
    [Google Scholar]
  14. Mejías-Climent, Laura
    2020 “La evolución de las tecnologías en la confluencia de la interacción y el cine El doblaje en una aventura gráfica”. inTRAlinea221. www.intralinea.org/archive/article/2509
    [Google Scholar]
  15. O’Hagan, Minako
    2020 “Translation and Technology: disruptive entanglement of the human machine”. The Routledge Handbook of Translation and Technology. Routledge: Abingdon and New York.
    [Google Scholar]
  16. O’Hagan, Minako, Mangiron, Carme
    2013Game Localization: Translating for the global digital entertainment industry. John Benjamins Publishing. 10.1075/btl.106
    https://doi.org/10.1075/btl.106 [Google Scholar]
  17. Onar, Begüm Ceren; Çatak, Güven
    2022 “Translation and Localization of Video Games: An Analysis of Uncharted 4 in Turkish”. Connectist: Istanbul University Journal of Communication Sciences. 621: 91–122. 10.26650/CONNECTIST2022‑997543
    https://doi.org/10.26650/CONNECTIST2022-997543 [Google Scholar]
  18. Pettini, Silvia
    2022The Translation of Realia and Irrealia in Game Localization. Routledge: New York and London.
    [Google Scholar]
  19. 2020 “Gender in war video games: The linguacultural representation and localization of female roles between reality and fictionality”. InThe Routledge Handbook of Translation, Feminism and Genderedited byFlotow, L. v.; Kamal, H., 444–456. Routledge: London and New York. 10.4324/9781315158938‑38
    https://doi.org/10.4324/9781315158938-38 [Google Scholar]
  20. Ranford, Aiden
    2017 “Targeted translation: How game translations are used to meet market expectations”. The Journal of Internationalization and Localization4(2): 141–161. 10.1075/jial.00006.ran
    https://doi.org/10.1075/jial.00006.ran [Google Scholar]
  21. Salvati, Andrew J.; Bullinger, Jonathan M.
    2013 “Selective Authenticity and the Playable Past”. InPlaying with the Past Digital games and the simulation of historyedited byElliott, Andrew B. R.; Kapell, Mathew Wilhelm, 153–167. New York: Bloomsbury.
    [Google Scholar]
  22. Silva, Fernando da
    2016 The mapping of localized contents in the video game inFamous 2: a multimodal corpus-based analysis. PhD Diss, Federal University of Santa Catarina (UFSC)https://repositorio.ufsc.br/xmlui/handle/123456789/173818
  23. Venuti, Lawrence
    1995The Translator‘s Invisibility: A History of Translation. London & New York: Routledge.
    [Google Scholar]
/content/journals/10.1075/dt.23003.fon
Loading
/content/journals/10.1075/dt.23003.fon
Loading

Data & Media loading...

  • Article Type: Research Article
Keyword(s): authenticity; game studies; localization; Science and Technology Studies; video games
This is a required field
Please enter a valid email address
Approval was successful
Invalid data
An Error Occurred
Approval was partially successful, following selected items could not be processed due to error