Game Localization: A Quest for Fidelity in Video Games
碩士 === 國立臺灣師範大學 === 翻譯研究所 === 104 === Video games have come a long way since the first electronic game "Spacewar!" was invented at MIT in 1962. With amazing animation, sophisticated storylines and wild fantasy worlds for players to freely explore, modern video games are no long...
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ndltd-TW-104NTNU55260012019-05-15T22:53:50Z http://ndltd.ncl.edu.tw/handle/pf9p7q Game Localization: A Quest for Fidelity in Video Games 傳遞忠實遊戲體驗的在地化任務—電玩在地化 Hsu, Hao 徐昊 碩士 國立臺灣師範大學 翻譯研究所 104 Video games have come a long way since the first electronic game "Spacewar!" was invented at MIT in 1962. With amazing animation, sophisticated storylines and wild fantasy worlds for players to freely explore, modern video games are no longer just entertainment, but a cultural phenomenon, exerting influence on literature, movies, music and other areas. In a globalized society, video games are not only sold in their country of origin, but the world over as well, creating the need for localization. Game localization has existed since the 1980s, but was not a focus of translation theorists until the year 2000. While many related articles and books have been published in English since then, Taiwan has yet seen academic research on this topic. This thesis first analyzes game texts through case study and discusses text types and translation strategies through functionalist approaches. Moreover, a case study of a game localization center is used to introduce the game localization industry in Taiwan and is the basis for discussion on Taiwan’s role in the Asian and world markets. Lee, Ken-Fang 李根芳 2016 學位論文 ; thesis 155 zh-TW |
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碩士 === 國立臺灣師範大學 === 翻譯研究所 === 104 === Video games have come a long way since the first electronic game "Spacewar!" was invented at MIT in 1962. With amazing animation, sophisticated storylines and wild fantasy worlds for players to freely explore, modern video games are no longer just entertainment, but a cultural phenomenon, exerting influence on literature, movies, music and other areas. In a globalized society, video games are not only sold in their country of origin, but the world over as well, creating the need for localization. Game localization has existed since the 1980s, but was not a focus of translation theorists until the year 2000. While many related articles and books have been published in English since then, Taiwan has yet seen academic research on this topic. This thesis first analyzes game texts through case study and discusses text types and translation strategies through functionalist approaches. Moreover, a case study of a game localization center is used to introduce the game localization industry in Taiwan and is the basis for discussion on Taiwan’s role in the Asian and world markets.
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author2 |
Lee, Ken-Fang |
author_facet |
Lee, Ken-Fang Hsu, Hao 徐昊 |
author |
Hsu, Hao 徐昊 |
spellingShingle |
Hsu, Hao 徐昊 Game Localization: A Quest for Fidelity in Video Games |
author_sort |
Hsu, Hao |
title |
Game Localization: A Quest for Fidelity in Video Games |
title_short |
Game Localization: A Quest for Fidelity in Video Games |
title_full |
Game Localization: A Quest for Fidelity in Video Games |
title_fullStr |
Game Localization: A Quest for Fidelity in Video Games |
title_full_unstemmed |
Game Localization: A Quest for Fidelity in Video Games |
title_sort |
game localization: a quest for fidelity in video games |
publishDate |
2016 |
url |
http://ndltd.ncl.edu.tw/handle/pf9p7q |
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