On Translation of English and Chinese Game Names: A Socio-semiotic Perspective

Q. Jiao
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Abstract

Video game, as an emerging media, has developed by leaps and bounds in recent years. As one of the most popular forms of leisure and entertainment today, it is referred to as the “ninth art”. Its commercial and cultural values have influenced people in a new generation. The translation of names in video games (simplified as ‘game’ hereinafter) has become an important topic for many people nowadays. In current game development, most of the games are packaged with the names of source languages, which makes foreign players choose games with deviations. Thus, it is a drawback for overseas promotion of games in the source language and the introduction of foreign games into a country. Therefore, it is required to explain the translation of game names from the perspective of socio-semiotics and summarize the characteristics and translation strategies of the translation of texts based on the analysis of successful game name translations. Thus, this study is conducted to provide a reference for the translation of game names.
从社会符号学角度看英汉游戏名的翻译
电子游戏作为一种新兴媒体,近年来发展迅猛。作为当今最流行的休闲娱乐形式之一,它被称为“第九艺术”。它的商业和文化价值影响了新一代的人。电子游戏(以下简称“游戏”)名称的翻译已成为当今许多人关注的重要话题。在目前的游戏开发中,大多数游戏都带有源语言的名称,这使得外国玩家选择有偏差的游戏。因此,这是在海外推广游戏的源语言和引进外国游戏到一个国家的缺点。因此,需要从社会符号学的角度来解释游戏名的翻译,在分析成功的游戏名翻译的基础上,总结文本翻译的特点和翻译策略。因此,本研究旨在为游戏名称的翻译提供参考。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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