电子游戏开发特点及其对本地化影响的评估

Stanislav I. Arishchenko
{"title":"电子游戏开发特点及其对本地化影响的评估","authors":"Stanislav I. Arishchenko","doi":"10.55959/msu2074-6636-22-2023-16-3-7-21","DOIUrl":null,"url":null,"abstract":"The problem of inconsistency of the scenario and other soft- and hardware aspects of various digital entertainment products is becoming more and more popular among the scholars from various scientific areas. The main aim of this paper is analyzing the localization issues of mass-media products as well as videogame localization. The quality of an in-game experience of a localized videogame depends on a variety of factors and the most significant of them are the so-called gameplay issues. Under the term “gameplay issues” gamers and researchers often understand the features of videogame development. Facing these features could trigger different emotional reactions among the players. As a material for this paper several in-game textual materials have been chosen, viz.: Final Fantasy Chrystal Chronicles, Spider-Man and GTA: San Andreas. As the research has shown, the most usable and suitable technique for neutralizing the negative influence to the gamers caused by gameplay issues is the correction of the videogame scenario. Thus developers and localization specialists can minimize all negative influence in a fast and cheap way. However, scenario correction is not the only technique used during the development and localization processes of a videogame’s lifecycle. Here could also be mentioned another way to avoid negative emotional reactions: intersemiotical transferring. By using the toolkit of 3D visualization software a wide variety of gameplay issues could be neutralized. This technique shows itself at its best when it comes to censorship issues. In conclusion, several ways of neutralizing the negative effect of the gameplay issues have been discovered and formulated. The materials and examples mentioned in this paper could be applied in the industrial practice of the digital media localization specialists as well as used by beginners in the field of localization. Moreover, this paper could be of help to students looking for scientific information about the highly specialized translation practices.","PeriodicalId":493607,"journal":{"name":"Lomonosov Translation Studies Journal","volume":"23 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-03-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"VIDEO GAME DEVELOPMENT FEATURES AND ASSESSMENT OF THEIR IMPACT ON LOCALIZATION\",\"authors\":\"Stanislav I. Arishchenko\",\"doi\":\"10.55959/msu2074-6636-22-2023-16-3-7-21\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The problem of inconsistency of the scenario and other soft- and hardware aspects of various digital entertainment products is becoming more and more popular among the scholars from various scientific areas. The main aim of this paper is analyzing the localization issues of mass-media products as well as videogame localization. The quality of an in-game experience of a localized videogame depends on a variety of factors and the most significant of them are the so-called gameplay issues. Under the term “gameplay issues” gamers and researchers often understand the features of videogame development. Facing these features could trigger different emotional reactions among the players. As a material for this paper several in-game textual materials have been chosen, viz.: Final Fantasy Chrystal Chronicles, Spider-Man and GTA: San Andreas. As the research has shown, the most usable and suitable technique for neutralizing the negative influence to the gamers caused by gameplay issues is the correction of the videogame scenario. Thus developers and localization specialists can minimize all negative influence in a fast and cheap way. However, scenario correction is not the only technique used during the development and localization processes of a videogame’s lifecycle. Here could also be mentioned another way to avoid negative emotional reactions: intersemiotical transferring. By using the toolkit of 3D visualization software a wide variety of gameplay issues could be neutralized. This technique shows itself at its best when it comes to censorship issues. In conclusion, several ways of neutralizing the negative effect of the gameplay issues have been discovered and formulated. The materials and examples mentioned in this paper could be applied in the industrial practice of the digital media localization specialists as well as used by beginners in the field of localization. Moreover, this paper could be of help to students looking for scientific information about the highly specialized translation practices.\",\"PeriodicalId\":493607,\"journal\":{\"name\":\"Lomonosov Translation Studies Journal\",\"volume\":\"23 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-03-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Lomonosov Translation Studies Journal\",\"FirstCategoryId\":\"0\",\"ListUrlMain\":\"https://doi.org/10.55959/msu2074-6636-22-2023-16-3-7-21\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Lomonosov Translation Studies Journal","FirstCategoryId":"0","ListUrlMain":"https://doi.org/10.55959/msu2074-6636-22-2023-16-3-7-21","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

各种数字娱乐产品的场景和其他软硬件方面的不一致性问题越来越受到各科学领域学者的关注。本文的主要目的是分析大众传媒产品以及电子游戏本地化的本地化问题。本地化电子游戏的游戏体验质量取决于多种因素,其中最重要的是所谓的游戏性问题。在 "游戏性问题 "这一术语下,游戏玩家和研究人员通常理解为电子游戏开发的特征。面对这些特点,玩家会产生不同的情绪反应。本文选取了几种游戏中的文字材料作为素材,即最终幻想水晶编年史》、《蜘蛛侠》和《GTA:圣安地列斯》。研究表明,要消除游戏问题对玩家造成的负面影响,最有效、最合适的方法是修正游戏场景。因此,开发人员和本地化专家可以快速、低成本地将所有负面影响降至最低。然而,在电子游戏生命周期的开发和本地化过程中,场景修正并不是唯一使用的技术。这里还可以提到另一种避免负面情绪反应的方法:符号间转移。通过使用三维可视化软件的工具包,可以化解各种游戏问题。当涉及到审查问题时,这种技术就能发挥其最大作用。总之,我们发现并制定了几种中和游戏性问题负面影响的方法。本文中提到的材料和实例既可用于数字媒体本地化专家的行业实践,也可用于本地化领域的初学者。此外,本文还有助于学生寻找有关高度专业化翻译实践的科学信息。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
VIDEO GAME DEVELOPMENT FEATURES AND ASSESSMENT OF THEIR IMPACT ON LOCALIZATION
The problem of inconsistency of the scenario and other soft- and hardware aspects of various digital entertainment products is becoming more and more popular among the scholars from various scientific areas. The main aim of this paper is analyzing the localization issues of mass-media products as well as videogame localization. The quality of an in-game experience of a localized videogame depends on a variety of factors and the most significant of them are the so-called gameplay issues. Under the term “gameplay issues” gamers and researchers often understand the features of videogame development. Facing these features could trigger different emotional reactions among the players. As a material for this paper several in-game textual materials have been chosen, viz.: Final Fantasy Chrystal Chronicles, Spider-Man and GTA: San Andreas. As the research has shown, the most usable and suitable technique for neutralizing the negative influence to the gamers caused by gameplay issues is the correction of the videogame scenario. Thus developers and localization specialists can minimize all negative influence in a fast and cheap way. However, scenario correction is not the only technique used during the development and localization processes of a videogame’s lifecycle. Here could also be mentioned another way to avoid negative emotional reactions: intersemiotical transferring. By using the toolkit of 3D visualization software a wide variety of gameplay issues could be neutralized. This technique shows itself at its best when it comes to censorship issues. In conclusion, several ways of neutralizing the negative effect of the gameplay issues have been discovered and formulated. The materials and examples mentioned in this paper could be applied in the industrial practice of the digital media localization specialists as well as used by beginners in the field of localization. Moreover, this paper could be of help to students looking for scientific information about the highly specialized translation practices.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
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:604180095
Book学术官方微信