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- Volume 8, Issue 1, 2021
The Journal of Internationalization and Localization - Volume 8, Issue 1, 2021
Volume 8, Issue 1, 2021
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The localization of video games into less widely spoken languages that share a common history
Author(s): Mária Koscelníkovápp.: 1–25 (25)More LessAbstractEven though video games are highly popular, localization into Slovak is rather rare and the language struggles to maintain a presence in the video game industry. This is partly because Slovak is a less widely spoken language, and also because it is mutually intelligible with the more dominant Czech language, having a common history. Our paper examines the Slovak-Czech parallels in the respective language-, audiovisual- and multimedia- related legislation as well as market practices. A similar comparative analysis is conducted with other less widely spoken European languages, namely Serbian, Croatian and Slovenian. Our results show that among the examined languages, Czech is by far in the strongest position as a supported language in video games on various platforms whereas Slovak, Serbian, Croatian and Slovenian are hardly present. We hope that the results of our research will stimulate the discussion on this issue.
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An overview of the localisation of video games into Arabic
Author(s): Abdullah Goaid Alotaibi and Zafer Tuhaitahpp.: 26–47 (22)More LessAbstractWith the emergence of video game localisation studies in the last decade, scholarly interest in translation studies in this young discipline has increased. Although globalisation has encouraged video game companies to offer their products in as many languages and markets as feasible, this academic discipline is still an under-researched area, especially in the Arab context. This article presents an overview to engender a better understanding of the nature of video games and their localisation in the Arab market. This market is distinct due to its culture, politics and language. In addition to the translational challenges related to the Arabic language, this study deals with the specificities of video game localisation from political, cultural and linguistic perspectives. This research offers a historical overview of the localisation of video games into Arabic since the inception of the practice, including an outline of the main localisation milestones in this field.
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Uberization of translation
Author(s): Gökhan Fıratpp.: 48–75 (28)More LessAbstractDigital labour platforms, encompassing on-demand translation work via apps and websites, have grown exponentially in recent years and have significant consequences for translation workers. This study explores the critical literature on digital labour platforms from a labour studies perspective and submits the findings of a quantitative survey of 70 translation workers residing in Turkey and working on/for digital labour platforms. Our research suggests that the introduction of digital labour platforms into translation production and business networks has not yet provided a significant contribution to the working conditions of translation workers in Turkey. Instead, we argue that their working conditions have been rearranged and reorganized in accordance with the uberization of (translation) work. According to the survey findings, engaging in such work on/for digital labour platforms exposes translation workers to risks related to employment status, income level, work-life balance, social protections, free agency, bargaining power, dependence on the platform, allocation of risks and rewards, and data collection, protection and privacy.
Runner up of the 2022 Martha Cheung Award.
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Review of Warburton (2021): The Corporate Terminologist
Author(s): Lynne Bowkerpp.: 76–80 (5)More LessThis article reviews The Corporate Terminologist
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Uberization of translation
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Harnessing the roar of the crowd
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Fallacies of game localization
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