ALLUSIONS AND OTHER MANIFESTATIONS OF INTERTEXTUALITY IN GAME LOCALIZATION

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Abstract

This comprehensive article provides an in-depth review of game localization, tracing its origins in the 1980s to modern practices such as «deep localization». Emphasis is placed on the evolution of localization practices, driven by advancements in technology and changing user expectations, necessitating deeper adaptation of games to various cultural and linguistic contexts. The article also discusses the similarities and differences between game and software localization, noting the unique considerations of game genres and gameplay mechanics. Despite parallels with audiovisual translation, game localization presents distinctive challenges like text fragmentation and subtitle display nuances, underscoring the need for specialized approaches. Overall, the article contributes significantly to understanding game localization research, emphasizing its importance in the global entertainment industry and the need for further investigation to develop effective localization strategies.

About the authors

Mariia Olegovna Semenova

Moscow State Linguistic University

Author for correspondence.
Email: mariaurahara@mail.ru

Lecturer at the Department of Translation Studies and Translation and Interpreting (the English Language) the Faculty of Translation and Interpreting Moscow State Linguistic University

Russian Federation

References

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  3. Ivarsson, J., Carroll, M. (1998). Code of Good Subtitling Practice. Subtitling (pp. 157–159). TransEdit.
  4. Mangiron, C. (2007). Video games localisation: Posing new challenges to the translator. Perspectives, 14(4), 306–323.
  5. Leppihalme, R. (1997). Culture bumps: an empirical approach to the translation of allusions. Multilingual Matters, 10.
  6. Ranzato, I. (2018). Culture Specific References. Translating Culture Specific References on Television: The Case of Dubbing (pp. 53–103). Routledge.
  7. Chroust, G. (2008). Localization, culture, and global communication. Encyclopedia of networked and virtual organizations (pp. 829–837). IGI Global.
  8. Di Marco, F. (2007). Cultural Localization: Orientation and Disorientation in Japanese Video Games. Tradumàtica: traducció i tecnologies de la informació i la comunicació, 5. http://www.fti.uab.es/tradumatica/revista/num5/articles/06/06central.htm
  9. Rarenko, M. B. (2018). “Community interpreting” vs “Social`ny`j perevod”. Vestnik of Moscow State Linguistic University. Humanities, 2(791), 160–168. EDN XRLYTR.

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