嘿,你!语用学在《质量效应》法语和西班牙语本地化中的重要性

IF 2.4 2区 文学 Q1 COMMUNICATION
Alexander Stainton, Seán G. Roberts, Stephanie Rennick
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引用次数: 0

摘要

由于不同语言之间的语言特点和不同文化之间的语用规范存在差异,针对不同受众的视频游戏对话本地化工作极具挑战性。例如,本地化人员必须决定如何将英语中的第二人称单数代词 "you "翻译成有正式和非正式代词(如法语中的 "vous "和 "tu")之分的语言。在社会交往中,这些区别被用来表示礼貌、尊重和社会距离,而这些都是影响角色扮演游戏中玩家体验的重要因素。我们分析了《质量效应》的法语和西班牙语本地化版本中的对话,结果表明它们在翻译代词时采用了截然不同的策略。法语主要使用正式代词,而西班牙语主要使用非正式代词。我们解释了这些差异是如何影响玩家体验的,并认为有效的本地化需要明确的语用策略。最后,我们就游戏创作者如何更好地支持本地化提出了切实可行的建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Hey, You! The Importance of Pragmatics in Localizations of Mass Effect in French and Spanish
The localization of video game dialog for diverse audiences is challenging because of differences in linguistic features between languages and pragmatic norms between cultures. For example, localizers must decide how to translate the English second-person singular pronoun “you” into languages that have a pragmatic distinction between formal and informal pronouns (e.g., “vous” and “tu” in French). These distinctions are used in social interaction to signal politeness, respect, and social distance, which are important elements that shape player experience in role-playing games. We analyze the dialog from French and Spanish localizations of Mass Effect and show they have strikingly different strategies for translating pronouns. French mostly uses formal pronouns while Spanish mostly uses informal pronouns. We explain how these differences affect player experience and argue that effective localization requires a clear strategy for dealing with pragmatics. We conclude by making practical suggestions for how game creators can better support localization.
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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