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Digital Translation - Online First
Online First articles are the published Version of Record, made available as soon as they are finalized and formatted. They are in general accessible to current subscribers, until they have been included in an issue, which is accessible to subscribers to the relevant volume
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Once more unto the breach : Investigating the effects of AI on translation practice, teaching, and research
Author(s): Lynne BowkerAvailable online: 02 June 2025More Less
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A digital sociology of interpreting : Charting the digital turn in interpreting studies
Author(s): Esther Monzó-Nebot and Vorya DastyarAvailable online: 27 May 2025More Less
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Evolution of Arabic video game localization : A case study of Ubisoft’s Assassin’s Creed series
Author(s): Mohammed Al-Batineh, Khadija Alzaabi, Amna Alnaqbi, Maitha Aldhaheri and Shamma AlhassaniAvailable online: 22 April 2025More LessAbstractThis study examines the evolution of Arabic video game localization focusing on Ubisoft’s Assassin’s Creed series from 2007 to 2023. It also provides a macro-historical perspective on Arabic video game localization and a micro-historical analysis of one of the most prominent video game franchises. By identifying Ubisoft’s strategic shifts — from no localization efforts to full Arabic localization — this research highlights the influence of market demand, regional support, and technological advancements on Arabic video game localization practices over time. Drawing on data from both game paratextual elements and in-game assets, this study identifies the milestones, challenges, and solutions in Ubisoft’s approach to the Arab gaming community. It performs quantitative and qualitative analyses to reveal how localization strategies have been progressively adapted, addressing issues such as right-to-left language support, cultural adaptation, and the increasing inclusion of Arabic voiceovers and in-game graphics. This research strengthens Arabic translation literature by expanding the historical account of video game localization beyond the dominant Western and Japanese contexts. It also serves as a valuable resource for developers, publishers, and scholars interested in reaching Arabic-speaking audiences and exploring localization dynamics in non-Western markets.
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Review of McDonough Dolmaya (2024): Digital Research Methods for Translation Studies
Author(s): Qiurong Zhao and Yan XiaoAvailable online: 24 March 2025More Less
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Review of Yu (2022): Online Collaborative Translation in China and Beyond
Author(s): Valérie FlorentinAvailable online: 06 February 2025More Less
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Understanding the digital ecosystem of interpreting
Author(s): Deborah Giustini and Vorya DastyarAvailable online: 04 February 2025More Less
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Jank or agenda? : Janky or non-fluent? A small-scale practitioner survey on Chinese-English videogame localisation approaches
Author(s): Jemma Louise StaffordAvailable online: 06 January 2025More LessAbstractAt a time when China is one of the world’s largest videogame markets, the English translation of some Chinese-developed videogames is still regarded by some players as inadequate, or “janky”, the term originally used to describe a technical glitch (Cooper 2018). This preliminary study surveyed localisation specialists active in Chinese into English (ZH-EN) videogame localisation to probe into their localisation methods and the reasons behind them, and determine whether localisers indeed used a “janky” translation as the result of lack of experience and training, or whether it was a deliberate translation decision, as in “non-fluent” translation (Brownlie 2010). The collected data was analysed to investigate the plausibility of the assumption that Chinese-developed videogames rendered into English sometimes employ marked English, as in China English, to intentionally identify them as Chinese-made. Results of the explorative small-scale survey of professionals were found to be largely in favour of optimal English fluency, including the omission of culturally locked elements such as idiomatic phrases, suggesting that “janky”, rather than “non-fluent”, translation resulted, most likely due to a limited experience and lapses in quality assurance.
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Analyzing research trends in localization : A comparative systematic review of journal articles in English and Chinese (2012–2023)
Author(s): Xinyuan Liu, Weiqing Xiao and Kanglong LiuAvailable online: 06 January 2025More LessAbstractThis literature review paper examines articles on localization in translation studies published in English and Chinese journals from 2012 to 2023. We systematically reviewed a total of 147 publications consisting of 104 and 43 articles in English and Chinese respectively, integrating thematic analysis to examine their research types, areas, and methodologies. The findings reveal notable disparities between the English and Chinese journal papers regarding overall trends across these three dimensions. English papers are often characterized by preference for qualitative approaches and growing interest in multi-methods and mixed-methods designs, highlighting an increasing appreciation for unique elements in localized products. Chinese papers tend to be more general and place greater emphasis on localization training. Despite these variations, there has been a notable convergence towards descriptive approaches in recent studies regardless of the linguistic contexts, perhaps as a response to the evolving needs of the discipline as a whole. Our paper concludes by suggesting future directions for localization research, particularly in response to the dynamic landscape of game localization practices and the application of empirical methods.
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Exploring the official and unofficial paratexts of Chinese indie video games on Steam Pages : Paratextual functions and cross-interactions
Author(s): Luis Damián Moreno GarcíaAvailable online: 06 January 2025More LessAbstractThe present study explores Chinese indie video game Steam Pages focusing on two types of complementary epitexts on the Steam platform: “official” paratexts, authored by game creators, and “unofficial” paratexts created by game players. The functions of such official and unofficial paratexts are probed by following Batchelor’s authorial classification (2018). The paper applies the concept of paratexts to discuss the empowerment of reviewers, curators and gamers and their texts (as paratexts) as essential components of the Pages, while attempting to cast light onto creator-gamer interactions. Tentative findings include both reinforcing and contradicting cross-interactions between official and unofficial paratexts, as well as differing functions that help shape Steam Pages into cohesive components inside Steam’s social ecosystem.
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Harnessing technology
Author(s): Therese Lundin
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