UID:
almafu_9960943431702883
Format:
1 online resource (95 pages) :
,
digital, PDF file(s).
Edition:
1st ed.
ISBN:
1-009-05066-4
,
1-009-05086-9
,
1-009-04232-7
Series Statement:
Cambridge elements. Elements in translation and interpreting
Content:
In this Element, the authors focus on the translational dimension of 'on-screen language' (OSL). They analyse a data set covering the Polish localisations of Tom Clancy's The Division 2 and Shadow Warrior 2, from which over 1000 cases of unique and meaningful OSL were extracted, almost exclusively in languages other than Polish. Close to 100 representative examples are examined in this Element to map out a comprehensive typological account of OSL. First, visual-verbal stimuli are categorised by their prominence in the 3D environment. The second typology focuses on the identified OSL functions. A supplementary typological distinction is proposed based on the technical (static vs. dynamic) implementation of OSL. The discussion of findings and implications notably comprises input from an interview that the authors conduced with a lead level developer behind Shadow Warrior 2 to provide a complementary professional perspective on OSL and its translation.
Note:
Title from publisher's bibliographic system (viewed on 27 Oct 2022).
,
Cover -- Title page -- Copyright page -- On-Screen Language in Video Games: A Translation Perspective -- Contents -- Introduction -- Video Games: The Potential for On-Screen Language and Translation -- 1 On-Screen Language: From Films to Video Games -- 2 Video Games as a Medium and More Than That -- 2.1 The Economic Context: Popularity of Gaming -- 2.2 The Socio-Cultural Context -- 2.2.1 Inclusivity and Accessibility -- Pluralisation of Content -- Heterogeneity of Gaming Communities -- 2.3 Myths, Controversies, Anachronisms and Stereotypes -- 2.3.1 Demoralisation and Mature Themes -- 2.3.2 Violence and Substance Abuse -- 2.4 Potential and Utility -- 2.4.1 Institutional Importance -- 2.5 The Medial Context -- 2.5.1 Gaming Turning Mainstream -- 2.5.2 Defining Characteristics of the Medium -- Customisability -- Novelty -- 3 Localisation -- 3.1 Relevance of Medial Specificity for the Processes of Translation -- 3.2 Terminological Clarification -- Mapping Out OSL Functions and Facets -- 4 Procedure and Scope of Analysis -- 4.1 Material -- 4.2 Preliminary Remarks -- 4.3 Methodology -- 4.3.1 Tom Clancy's The Division 2 -- 4.3.2 Shadow Warrior 2 -- 4.3.3 The OSL Data -- 4.3.4 The Interview -- 5 Attention-Allocation Continuum -- 5.1 Grades of Prominence -- 5.2 Prototypically Prominent Visual-Verbal Components -- 5.3 Non-Prototypically Prominent Visual-Verbal Components -- 5.4 Liminally Prominent Visual-Verbal Components -- 6 Immersion-Enhancing Facets of OSL in Games -- 6.1 World-Building -- 6.1.1 Amount of Language per Case -- 6.1.2 Recurring Cases -- 6.1.3 Realism -- 6.2 Narratives in OSL -- 6.2.1 Multiple Interpretations of OSL -- 6.3 Culture and OSL -- 7 Multiple Levels of Communication in OSL -- 7.1 A Humorous Dimension -- 7.1.1 Allusions -- 7.2 Breaking the 'Fourth Wall' -- 7.3 Authorial (Quasi-)Intrusion -- 7.3.1 Authorial Exclusion of Meaning.
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7.4 Multilinguality -- 7.4.1 Insertion of Polish -- 7.4.2 Foreignised English -- 8 Practical Considerations in OSL Deployment -- 8.1 Mechanically Discernible Patterns of Other OSL Typologies -- 8.2 Hints, Solutions, Puzzles and Riddles -- 8.3 Marketing -- 8.3.1 Promotion and Recommendation -- 8.3.2 Fictional 'Product' Placement -- Meaningful Mismatches: Findings and Future Developments -- 9 Discussion -- 9.1 Diversity in OSL -- 9.2 Attentional Resources and Competing Stimuli -- 9.3 Meaningful Experience -- 9.3.1 Player Preferences and Sources of Motivation -- 9.3.2 Minimising the Mismatch of Player Experience -- 9.4 Towards 'Accessible Gamedev'? -- 9.5 The (Research) Potential of In-Game OSL -- Appendix -- References -- Acknowledgements.
Additional Edition:
ISBN 9781009045513
Language:
English
URL:
https://doi.org/10.1017/9781009042321