Translating gender in video games

IF 1 0 LANGUAGE & LINGUISTICS
Antonio Jesús Martínez Pleguezuelos
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引用次数: 0

Abstract

Abstract This article investigates the role of localization in the representation of different gender and sexuality profiles in video games. Using Sara Ahmed’s queer phenomenology as a methodological framework, it analyzes the ideological and cultural limitations that restrict the rewriting of minority sexualities and genders when the original versions are transferred to other languages. The article begins by considering the generative capacities of translation as an agent that can discursively construct the subject, before focusing on the implications of localization for the shaping of identities from a phenomenological perspective to describe what conditions may lead to the appearance of translated queer paradigms in video games. The theoretical approach is applied to selected examples and conclusions for the practice of localization and its academic study are drawn.
翻译电子游戏中的性别
本文将探讨本土化在电子游戏中不同性别和性向的表现中所扮演的角色。本文以萨拉·艾哈迈德的酷儿现象学理论为方法论框架,分析了少数民族性取向和性别在被转译为其他语言时所受到的意识形态和文化限制。本文首先考虑翻译的生成能力,作为一种可以话语构建主体的代理,然后从现象学的角度关注本地化对身份塑造的影响,以描述什么条件可能导致电子游戏中翻译酷儿范式的出现。将理论方法应用于选定的实例,得出了定位实践和理论研究的结论。
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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来源期刊
Translation Spaces
Translation Spaces LANGUAGE & LINGUISTICS-
CiteScore
4.90
自引率
12.50%
发文量
19
期刊介绍: Translation Spaces is a biannual, peer-reviewed, indexed journal that recognizes the global impact of translation. It envisions translation as multi-dimensional phenomena productively studied (from) within complex spaces of encounter between knowledge, values, beliefs, and practices. These translation spaces -virtual and physical- are multidisciplinary, multimedia, and multilingual. They are the frontiers being explored by scholars investigating where and how translation practice and theory interact most dramatically with the evolving landscape of contemporary globalization.
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