Translation Strategy and Terms of Acceptability in a Dungeons and Dragons Translation

Hendry Ignatius Hasibuan, Siegfrieda A.S. Mursita Putri
{"title":"Translation Strategy and Terms of Acceptability in a Dungeons and Dragons Translation","authors":"Hendry Ignatius Hasibuan, Siegfrieda A.S. Mursita Putri","doi":"10.53308/ide.v9i1.278","DOIUrl":null,"url":null,"abstract":"Gaming has become increasingly popular in the past few years, with many games originating in foreign countries bringing unfamiliar terms within them. With their global releases, a game would usually come with localized terms which are sometimes inaccurate and leave the players scratching their heads in confusion. This study examines the acceptability of translation containing fantasy and gaming terms in the translation of \"Dungeons and Dragons\" and identifies the difficulties which arose from the interpretation of the unfamiliar terms. The study used two theoretical frameworks to answer the research questions; the first one was Cortales’ (2012) translation strategies, and the second was Nababan et al. (2012) acceptability assessment. The strategy employed aimed to observe the subject from several angles. The local translation from the narrator (Dungeon Master) was examined alongside the interpretation and their acceptability. The data was collected in three steps. The first one was recording and observing a session of gameplay of Dungeons and Dragons. The second step was to interview the player discussing their translation strategy as well as the results of their translation. The last step was to hand out a translation acceptability questionnaire to the players which they then filled out. The data collected was analyzed based on the theories and concluded to synthesize the overall research process.","PeriodicalId":387459,"journal":{"name":"International Dialogues on Education Journal","volume":"270 1-2 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-08-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Dialogues on Education Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.53308/ide.v9i1.278","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

Gaming has become increasingly popular in the past few years, with many games originating in foreign countries bringing unfamiliar terms within them. With their global releases, a game would usually come with localized terms which are sometimes inaccurate and leave the players scratching their heads in confusion. This study examines the acceptability of translation containing fantasy and gaming terms in the translation of "Dungeons and Dragons" and identifies the difficulties which arose from the interpretation of the unfamiliar terms. The study used two theoretical frameworks to answer the research questions; the first one was Cortales’ (2012) translation strategies, and the second was Nababan et al. (2012) acceptability assessment. The strategy employed aimed to observe the subject from several angles. The local translation from the narrator (Dungeon Master) was examined alongside the interpretation and their acceptability. The data was collected in three steps. The first one was recording and observing a session of gameplay of Dungeons and Dragons. The second step was to interview the player discussing their translation strategy as well as the results of their translation. The last step was to hand out a translation acceptability questionnaire to the players which they then filled out. The data collected was analyzed based on the theories and concluded to synthesize the overall research process.
《龙与地下城》翻译中的翻译策略与可接受性
在过去的几年里,游戏变得越来越受欢迎,许多源自国外的游戏带来了不熟悉的术语。在全球发行的游戏中,通常会出现一些不准确的本土化术语,让玩家摸不着头脑。本研究考察了《龙与地下城》翻译中包含幻想和游戏术语的翻译的可接受性,并确定了由于不熟悉术语的解释而产生的困难。本研究使用两个理论框架来回答研究问题;第一个是Cortales(2012)的翻译策略,第二个是Nababan et al.(2012)的可接受性评估。所采用的策略旨在从多个角度观察主题。我们检查了叙述者的本地翻译(《地下城主》)以及解释及其可接受性。数据的收集分三步进行。第一个是记录和观察《龙与地下城》的游戏玩法。第二步是采访玩家,讨论他们的翻译策略以及翻译结果。最后一步是向玩家分发一份翻译可接受性问卷,让他们填写。对收集到的数据进行理论分析和归纳,综合整个研究过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信