1887
Volume 9, Issue 1
  • ISSN 2032-6904
  • E-ISSN: 2032-6912
USD
Buy:$35.00 + Taxes

Abstract

Abstract

In the field of translation studies, game localisation is considered a growing branch of audiovisual translation in which localisers translate and adapt game content for successful circulation across foreign markets. This paper sheds light on the process of localising religious content and obscene references in the game by comparing it to the Arabic-localised version on the basis of a corpus of 740 dialogue strings. Drawing on the frameworks developed by Delabastita (1989)Zitawi (2008) and Al-Adwan (2015), the analysis scrutinises game elements that are considered controversial in the Arab world. These items were omitted, mitigated, or adapted to isolate the theme of Paganism from the original content. Visual features were retained except for a few instances. Finally, during the process of localising interactive aspects of the game, retention, deletion and adaptation were frequently used. The paper highlights how blending game localisation, a prominent localisation approach changing the intersemiotic channels (the verbal, pictorial and interactive layers) of video games, plays a pivotal role in promoting and marketing game imports in the Arab world, which is now one of the largest growing markets.

Loading

Article metrics loading...

/content/journals/10.1075/jial.22002.aja
2022-10-13
2024-12-02
Loading full text...

Full text loading...

References

  1. Al-Adwan, A.
    (2015) “Towards a Model of Euphemisation in Arabic Subtitling”. Arab World English Journal (AWEJ)4, 6–21.
    [Google Scholar]
  2. Al-Adwan, A. & Yahiaoui, R.
    (2018) “Comedy under Fire: Subtitling Two and a Half Men into Arabic” inLinguistic and Cultural Representation in Audiovisual Translation, edited byRanzato, Irene, and Zanotti, Serenella. Oxford: Routledge85–100. 10.4324/9781315268552‑6
    https://doi.org/10.4324/9781315268552-6 [Google Scholar]
  3. Al-Ajarmeh, O.
    (2021) Blending Game Localisation in the Arab World: Arafiesta as a Case Study. Unpublished M.A. thesis. Hamad Bin Khalifa University, Qatar.
    [Google Scholar]
  4. Al-Batineh, M.
    (2021) “Issues in Arabic Video Game Localization: A Descriptive Study”. The International Journal for Translation and Interpreting13 (2), 45–64. 10.12807/ti.113202.2021.a03
    https://doi.org/10.12807/ti.113202.2021.a03 [Google Scholar]
  5. Al-Batineh, M. & Alawneh, R.
    (2021) “Current Trends in Localizing Video Games into Arabic: Localization Levels and Gamers’ Preferences”. Perspectives30 (2), 323–342. 10.1080/0907676X.2021.1926520
    https://doi.org/10.1080/0907676X.2021.1926520 [Google Scholar]
  6. Alotaibi, A. G. & Tuhaitah, Z.
    (2021) “An overview of the localisation of video games into Arabic”. The Journal of Internationalization and Localization8 (1), 26–47. 10.1075/jial.20008.goa
    https://doi.org/10.1075/jial.20008.goa [Google Scholar]
  7. AMEinfo
    AMEinfo. “Mobile gaming grows in the Middle East by 25%, set to triple in size to $4.4 billion by 2022”. AMEinfo. AccessedMay, 2020. https://www.ameinfo.com/industry/digital-and-media/mobile-gaming-grows-2020-adcolony
    [Google Scholar]
  8. BBC
    BBC. “Sexually violent’ GTA 5 banned from Australian stores”. AccessedDecember, 2014. https://www.bbc.com/news/technology-30328314
  9. Bernal-Merino, M.
    (2011) “A Brief History of Game Localisation.” TRANS: Revista de Traductología15, 11–17. 10.24310/TRANS.2011.v0i15.3191
    https://doi.org/10.24310/TRANS.2011.v0i15.3191 [Google Scholar]
  10. (2013) “The localisation of Video Games.” PhD dissertation, Imperial College London.
  11. Bussey, S.
    (2019) “All Your Base are Belong to Us: A Brief History of Game Localization.” Andovar, AccessedDecember, 2019. https://blog.andovar.com/brief-history-of-game-localization
    [Google Scholar]
  12. Business Matters
    Business Matters (2019) “Grand Theft Auto Update Banned in over 50 Countries.” Business Matters. AccessedAugust, 2019. https://bmmagazine.co.uk/business/grand-theft-auto-update-banned-in-over-50-countries/
    [Google Scholar]
  13. Chandler, H. M. & O’Malley Deming, S.
    (2012) The Game Localization Handbook. 2nd ed.Sudbury, MA: Jones & Bartlett Learning.
    [Google Scholar]
  14. Delabastita, D.
    (1989) “Translation and mass-communication: Film and T.V. translation as evidence of cultural dynamics.” Babel35 (4), 193–218. 10.1075/babel.35.4.02del
    https://doi.org/10.1075/babel.35.4.02del [Google Scholar]
  15. Di Marco, F.
    (2007) “Cultural localization: Orientation and disorientation in Japanese video games”. Revista Tradumàtica5, 1–8.
    [Google Scholar]
  16. Fawcett, P.
    (1997) Translation and Language: Linguistic Theories Explained. Manchester, UK: St. Jerome Publishing.
    [Google Scholar]
  17. Fernández-Costales, A.
    (2016) “Analyzing players’ perceptions on the translation of video games: Assessing the Tension between the Local and the Global Concerning Language Use”. Media Across Borders: Localizing TV, Film and Video Games, edited byEsser, Andrea, Bernal-Merino, Miguel, and Smith, Iain. Oxford: Routledge, 183–201.
    [Google Scholar]
  18. Gilboa, A.
    (2019) “Emerging trends and developments in game localization”. Multilingual30 (3), 46–51. https://multilingual.com/articles/emerging-trends-and-developments-in-game-localization/
    [Google Scholar]
  19. Kaindl, K.
    (1999) “Thump, Whizz, Poom: A Framework for the Study of Comics under Translation”. Target11 (2), 263–288. 10.1075/target.11.2.05kai
    https://doi.org/10.1075/target.11.2.05kai [Google Scholar]
  20. Kohler, C.
    (2010) “Q&A: Pac-Man Creator Reflects on 30 Years of Dot-Eating.” Wired. AccessedMay, 2021. https://www.wired.com/2010/05/pac-man-30-years/
    [Google Scholar]
  21. Krotoski, A.
    (2008) “Little Big Planet delayed: Qur’an References in Soundtrack”. The Guardia. AccessedOctober, 2021. https://www.theguardian.com/technology/gamesblog/2008/oct/20/games-playstation
    [Google Scholar]
  22. Mahasneh, A. & Abu Kishek, M.
    (2018) “Arabic Localization of Video Games ‘Tomb Raider™’: A Start or a Failure”. Lebende Sprachen63 (1), 47–62. 10.1515/les‑2018‑0003
    https://doi.org/10.1515/les-2018-0003 [Google Scholar]
  23. Mangiron, C. & O’Hagan, M.
    (2006) “Game Localisation: Unleashing Imagination with ‘Restricted’ Translation”. The Journal of Specialised Translation6, 10–21.
    [Google Scholar]
  24. Middle East and North Africa: Youth Facts. Youthpolicy.org
    Middle East and North Africa: Youth Facts. Youthpolicy.org, n.d.https://www.youthpolicy.org/mappings/regionalyouthscenes/mena/facts/
  25. O’Hagan, M. & Mangiron, C.
    (2013) Game Localization: Translating for the Global Digital Entertainment Industry. Amsterdam: John Benjamins. 10.1075/btl.106
    https://doi.org/10.1075/btl.106 [Google Scholar]
  26. Palumbo, G.
    (2009) Key terms in translation studies. London: Bloomsbury Publishing Plc.
    [Google Scholar]
  27. PUBG MOBILE Arabic
    PUBG MOBILE Arabic (2020) “The PUBG MOBILE team would like to address the concern that has resulted from the latest update.” Twitter. AccessedJune, 2020. https://twitter.com/PUBGMOBILE_ARB/status/1268560995812888576
  28. Simeonov, G.
    (2019) “How Gaming Localization Changed the Game”. TransGlobe International. AccessedJune, 2021. https://transglobeinternational.com/preview-gaming-localization/
    [Google Scholar]
  29. Statista
    Statista (2021) “Number of Active Video Gamers Worldwide from 2015 to 2023.” Statista, n.d. AccessedOctober, 2021. https://www.statista.com/statistics/748044/number-video-gamers-world/
    [Google Scholar]
  30. Toury, G.
    (1978) “The Nature and Role of Norms in Translation.” InLiterature and Translation: New Perspectives in Literary Studies; With a Basic Bibliography of Books on Translation Studies, edited byJames S. Holmes, José Lambert, and Raymond van den Broeck, 83–100. Leuven: Acco.
    [Google Scholar]
  31. (1995) Descriptive Translation Studies and Beyond. Amsterdam: John Benjamins. 10.1075/btl.4
    https://doi.org/10.1075/btl.4 [Google Scholar]
  32. Vinay, J.-P., & Darbelnet, J.
    (1995) Comparative Stylistics of French and English, trans. and ed. byJuan C. Sager and M.-J. Hamel. Amsterdam/Philadelphia, John Benjamins. 10.1075/btl.11
    https://doi.org/10.1075/btl.11 [Google Scholar]
  33. Warren, B.
    (1992) “What euphemisms tell us about the interpretation of words”. Studia Linguistica. 46 (2), 128–172. 10.1111/j.1467‑9582.1992.tb00833.x
    https://doi.org/10.1111/j.1467-9582.1992.tb00833.x [Google Scholar]
  34. Williams, J. M.
    (1975) Origins of the English Language. New York.
    [Google Scholar]
  35. Yahiaoui, R. & Fattah, A.
    (2020) “Shifts in Transadapting Western Socio-Cultural References for Dubbing into Arabic: A Case Study of The Simpsons and Al Shamshoon”. inTRAlina, 22, 1–11. www.intralinea.org/archive/article/shifts_in_transadapting_western_socio_cultural_references_for_dubbing
    [Google Scholar]
  36. Zaiets, S.
    (2020) “Game Localization to Arabic – Why and How?”. LocalizeDirect. AccessedJanuary, 2022. https://www.localizedirect.com/posts/arabic-game-localization
    [Google Scholar]
  37. Zitawi, J.
    (2008) “Contextualizing Disney comics within the Arab culture”. Meta Journal des Traducteurs53 (1), 139–153. 10.7202/017979ar
    https://doi.org/10.7202/017979ar [Google Scholar]
  38. Arafiesta (Game Power 7 2015).
    [Google Scholar]
  39. Fiesta Online (gamigo AG 2007).
    [Google Scholar]
  40. Grand Theft Auto V (Rockstar Games 2013).
    [Google Scholar]
  41. Kakuto Chojin (Microsoft Game Studios 2002).
    [Google Scholar]
  42. Little Big Planet (Sony Interactive Entertainment 2008).
    [Google Scholar]
  43. Pac-Man (Namco 1980).
    [Google Scholar]
  44. Player Unknown’s Battlegrounds PUBG mobile (Tencent Games 2018).
    [Google Scholar]
/content/journals/10.1075/jial.22002.aja
Loading
/content/journals/10.1075/jial.22002.aja
Loading

Data & Media loading...

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