The localization of food- and drink-related items in video games

Mohammed Al-Batineh
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引用次数: 0

Abstract

This study examines the localization of food- and drink-related items in The Witcher 3 (2015). It analyzes the original English and Arabic versions using the corpus approach. A list of food- and drink-related lexemes was extracted from the English original game and these lexemes were traced to their context in the English and Arabic versions using the concordance function in Sketch Engine. The concordance analysis focused on the translation strategies adopted to localize food- and drink-related lexemes into Arabic and on the success of the translation in the socio-cultural and religious contexts of the target culture. The data reveals that foreign food-related terms are mostly domesticated, whereas drink-related terms are foreignized. The findings of this study suggest that foreignization strategies can be used for localization purposes to create a target video game that minimizes the cultural gaps between the source and target cultures and provides a less disruptive gaming experience.
电子游戏中与食物和饮料相关的物品的本地化
本研究考察了《巫师3》(2015)中与食物和饮料相关的物品的本土化。运用语料库的方法对英语原文和阿拉伯语原文进行分析。我们从英文原版游戏中提取了一系列与食物和饮料相关的词素,并使用Sketch Engine中的一致性功能将这些词素追踪到英语和阿拉伯语版本中的上下文。一致性分析侧重于将食品和饮料相关词汇本地化为阿拉伯语所采用的翻译策略,以及在目标文化的社会文化和宗教背景下翻译的成功。数据显示,与外国食品相关的术语大多是驯化的,而与饮料相关的术语则是异化的。本研究的结果表明,异化策略可以用于本地化目的,以创造目标电子游戏,最大限度地减少源文化和目标文化之间的文化差距,并提供较少的破坏性游戏体验。
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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