Video Game Localization: the Analysis of In-Game Texts

Journal Title: Kalbu studijos / Studies about Languages - Year 2011, Vol 19, Issue 0

Abstract

Globalisation acts as a driving force to present a variety of commercial products, including games, in different languages simultaneously so that they could reach auditoria and be enjoyed around the globe at the same time. Being the member of the European Union, Lithuania is not an exception in the process of globalisation. With the help of localisation various types of documents, software and products are adapted to the Lithuanian culture and market. However, the industry of game localisation of high or at least acceptable quality is still lagging behind. The aim of the paper is to analyse the application of different translation theories as well as Chroust’s localisation pyramid in localisation of video games and to accomplish the empirical research related to localization of the video game Magic Encyclopedia: the First Story. The theoretical part deals with the layers of localisation and the source-orientated and target-orientated approaches to translation. The empirical research analyses the cases of application of source-orientated and targetorientated approaches in the process of the chosen game localisation. The research has revealed that the Skopos theory would be the most suitable tool to be used for game localisation, though the analysis of the translation of in-game lexis of Magic Encyclopedia: First Story mainly relies on Recker’s theory of Regular Correspondences.

Authors and Affiliations

Vaida Šiaučiūnė, Vilmantė Liubinienė

Keywords

Related Articles

Translation Peculiarities of Slanguage

The article defines and analyses three main translation methods of slanguage items, i.e. softening, stylistic compensation and literal translation as well as their application in translation of modern literature. It is c...

Semantinė zooniminių dėmenų opozicija patinas/ patelė lietuvių ir rusų kalbų frazeologizmuose

semantinę opoziciją pagal diferencinį požymį patelė/ patinas. Tyrimas parodė, kad tokio tipo frazeologizmai apibūdina ,,Žmogų, kaip gyvą būtybę“ ,,Žmogų, kaip protingą būtybę“, ,,Žmogų, kaip visuomenės dalį“. Frazeologiz...

Triadic Dialogue in EFL Classroom: Embedded Extensions

Students learn languages through talking and there is a documented need for more student talk in the classroom. Through talk we learn not only structural components of a language but also the communicative application o...

IDUKMAM / IDUKM aukštajame moksle. Dabartinės situacijos analizė

Šiame straipsnyje pristatomi įžanginiai rengiamos daktaro disertacijos (Open University, JK) apie integruotą dalyko ir užsienio kalbos mokymo (IDUKM) sistemą aukštajame moksle, teiginiai. Tuo būdu terminas IDUKM gali įgy...

Creative Classroom Climate Assessment for the Advancement of Foreign Language Acquisition

The creative process contributed greatly to the development of human civilization and society. But its relevance today has tendency to develop. Europe needs to boost its capacity for creativity and innovation for both so...

Download PDF file
  • EP ID EP145298
  • DOI -
  • Views 127
  • Downloads 0

How To Cite

Vaida Šiaučiūnė, Vilmantė Liubinienė (2011). Video Game Localization: the Analysis of In-Game Texts. Kalbu studijos / Studies about Languages, 19(0), 46-55. https://www.europub.co.uk/articles/-A-145298