游戏本地化:词汇、语境、语法障碍及其克服策略

O. Matuzkova, M. Yemets
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引用次数: 0

摘要

本文论述了游戏本地化作为一个新的专业领域和翻译的一个新分支的研究,以及译者和本地化者在游戏本地化工作中的特点、存在的问题、原则和策略。研究的目的、目的和方法论基础确定了一套通用的科学方法和操作,即:观察、归纳和演绎、分析和综合、分类和建模,以对现象的结构和内容进行理论理解、概括、分类和描述。还使用了特殊的语言学方法:描述性、结构性(分配、上下文、转换分析等)、功能性、上下文解释方法。游戏已经走过了漫长的道路,从数百年前参与仪式活动的第一种也是最基本的游戏,到现代不断变化的游戏行业的水平,由于其在世界各地以及乌克兰的巨大影响力、受欢迎程度和财务成功,游戏行业现在在娱乐软件行业中占据了最大的份额。自二十世纪中叶以来一直在发展的本地化行业为这一成功做出了贡献,使游戏工作室及其发行商不仅在美国和日本,而且几乎在世界各地都能找到他们的客户。尽管本地化作为内容生产的关键过程之一很重要,但它还没有得到足够的研究,直到现在才得到应有的科学关注,并作为一个独特而多方面的分支得到应有的认可,与翻译有着整体的联系和基础。研究了本地化的主要词汇和上下文语法障碍:专有名称、游戏中的真实性和术语、互文性、变量、密钥和代码片段、空间限制、间接和中介通信造成的上下文限制、要本地化的资产的呈现形式和紧迫的截止日期。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
GAME LOCALIZATION: LEXICAL, CONTEXTUAL, GRAMMATICAL OBSTACLES AND THE STRATEGIES TO OVERCOME THEM
The given article deals with the study of game localization as a new professional sphere and a new branch in translation, as well as with the peculiarities of translators’ and localizers’ work in it, their problems, principles and strategies. The purpose, objectives and methodological basis of the study determined a set of general scientific methods and operations, namely: observation, induction and deduction, analysis and synthesis, taxonomy and modelling for theoretical understanding, generalization, classification and description of the structure and content of the phenomenon. Special linguistic methods were also used: descriptive, structural (distributive, contextual, transformational analysis, etc.), functional, contextual-interpretative methods. Games have gone a long way from the first and most basic kinds, involved in ritual activities many centuries ago, to the level of the modern ever-changing game industry which now makes up the biggest part in the entertainment software industry owing to its massive influence, popularity and financial success all around the world as well as in Ukraine. Localization industry, which has been developing since the middle of the XX century, contributed to this success, allowing game studios and their publishers to find their customers not only in the USA and Japan but almost everywhere. Despite its importance as one of key processes in content production, localization hasn’t been studied enough and only now is receiving the scientific attention that it deserves and the due recognition as a distinct and multifaceted branch, integrally related to and based on translation. The main localization lexical and context-grammatical obstacles were studied: proper names, in-game realia and terminology, intertextuality, variables, keys and pieces of code, spatial limitations, contextual limitations due to indirect and mediated communications, the form of presenting the assets to be localized and the tight deadlines.
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