{"title":"本土化故事:《索非亚与野蛮人》电子游戏的本土化","authors":"H. Gonçalves","doi":"10.21747/21844585/tm4_1a6","DOIUrl":null,"url":null,"abstract":"In this paper, the practice of videogame development, translation and localization is explored, taking as a case-study an independent videogame created through a collaborative family project -Sofia and the Barbarian –a Kid’s Tale.1The paper explores the possible relation between the translation approaches used in the field and the promotion of a videogame on social networks, websites and platforms (itch.io). The findings are likely to be of interest not only to videogame lovers, but also independent videogame creators, translators, and translator trainers.","PeriodicalId":423879,"journal":{"name":"Translation Matters","volume":"82 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"A localization tale: localization of a videogame named Sofia and the Barbarian - A Kid's Tale\",\"authors\":\"H. Gonçalves\",\"doi\":\"10.21747/21844585/tm4_1a6\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this paper, the practice of videogame development, translation and localization is explored, taking as a case-study an independent videogame created through a collaborative family project -Sofia and the Barbarian –a Kid’s Tale.1The paper explores the possible relation between the translation approaches used in the field and the promotion of a videogame on social networks, websites and platforms (itch.io). The findings are likely to be of interest not only to videogame lovers, but also independent videogame creators, translators, and translator trainers.\",\"PeriodicalId\":423879,\"journal\":{\"name\":\"Translation Matters\",\"volume\":\"82 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1900-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Translation Matters\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.21747/21844585/tm4_1a6\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Translation Matters","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.21747/21844585/tm4_1a6","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
本文以家庭合作项目制作的独立电子游戏《sofia and the Barbarian -a Kid’s tale》为例,探讨了电子游戏开发、翻译和本地化的实践。本文探讨了该领域使用的翻译方法与电子游戏在社交网络、网站和平台(itch.io)上的推广之间可能存在的关系。这些发现可能不仅会引起电子游戏爱好者的兴趣,还会引起独立电子游戏创作者、翻译人员和翻译培训人员的兴趣。
A localization tale: localization of a videogame named Sofia and the Barbarian - A Kid's Tale
In this paper, the practice of videogame development, translation and localization is explored, taking as a case-study an independent videogame created through a collaborative family project -Sofia and the Barbarian –a Kid’s Tale.1The paper explores the possible relation between the translation approaches used in the field and the promotion of a videogame on social networks, websites and platforms (itch.io). The findings are likely to be of interest not only to videogame lovers, but also independent videogame creators, translators, and translator trainers.