关于阿拉伯世界游戏本土化的见解

Q1 Arts and Humanities
Osama Al-Ajarmeh, Amer Al-Adwan
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引用次数: 3

摘要

在翻译研究领域,游戏本地化被认为是视听翻译的一个不断发展的分支,在这个分支中,本地化人员翻译和改编游戏内容,以在国外市场成功流通。本文基于740个对话字符串的语料库,将《嘉年华在线》游戏中的宗教内容和淫秽参考文献与阿拉伯语本地化版本《阿拉菲斯塔》进行了比较,从而揭示了游戏中宗教内容和猥亵参考文献的本地化过程。该分析借鉴了Delabasita(1989)、Zitawi(2008)和Al Adwan(2015)开发的框架,仔细研究了阿拉伯世界中被认为有争议的游戏元素。这些项目被省略、减轻或改编,以将异教徒的主题与原始内容隔离开来。除了少数情况外,视觉特征被保留了下来。最后,在本地化游戏交互方面的过程中,经常使用保留、删除和改编。该论文强调了融合游戏本地化是一种显著的本地化方法,它改变了电子游戏的跨文化渠道(语言、图片和互动层),在阿拉伯世界促进和营销游戏进口方面发挥着关键作用,阿拉伯世界现在是最大的增长市场之一。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Insights into blending game localisation in the Arab world
In the field of translation studies, game localisation is considered a growing branch of audiovisual translation in which localisers translate and adapt game content for successful circulation across foreign markets. This paper sheds light on the process of localising religious content and obscene references in the game Fiesta Online by comparing it to the Arabic-localised version Arafiesta on the basis of a corpus of 740 dialogue strings. Drawing on the frameworks developed by Delabastita (1989), Zitawi (2008) and Al-Adwan (2015), the analysis scrutinises game elements that are considered controversial in the Arab world. These items were omitted, mitigated, or adapted to isolate the theme of Paganism from the original content. Visual features were retained except for a few instances. Finally, during the process of localising interactive aspects of the game, retention, deletion and adaptation were frequently used. The paper highlights how blending game localisation, a prominent localisation approach changing the intersemiotic channels (the verbal, pictorial and interactive layers) of video games, plays a pivotal role in promoting and marketing game imports in the Arab world, which is now one of the largest growing markets.
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来源期刊
Journal of Internationalization and Localization
Journal of Internationalization and Localization Social Sciences-Linguistics and Language
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