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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Main Authors: Hsu, Hao, 徐昊
Other Authors: Lee, Ken-Fang
Format: Others
Language:zh-TW
Published: 2016
Online Access:http://ndltd.ncl.edu.tw/handle/pf9p7q
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spelling 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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description 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.‬
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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