The Journal of Internationalization and Localization
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TOTAL DOCUMENTS

63
(FIVE YEARS 21)

H-INDEX

3
(FIVE YEARS 2)

Published By John Benjamins Publishing Company

2032-6912, 2032-6904

2021 ◽  
Vol 8 (1) ◽  
pp. 26-47
Author(s):  
Abdullah Goaid Alotaibi ◽  
Zafer Tuhaitah

Abstract With the emergence of video game localisation studies in the last decade, scholarly interest in translation studies in this young discipline has increased. Although globalisation has encouraged video game companies to offer their products in as many languages and markets as feasible, this academic discipline is still an under-researched area, especially in the Arab context. This article presents an overview to engender a better understanding of the nature of video games and their localisation in the Arab market. This market is distinct due to its culture, politics and language. In addition to the translational challenges related to the Arabic language, this study deals with the specificities of video game localisation from political, cultural and linguistic perspectives. This research offers a historical overview of the localisation of video games into Arabic since the inception of the practice, including an outline of the main localisation milestones in this field.


2021 ◽  
Vol 8 (1) ◽  
pp. 1-25
Author(s):  
Mária Koscelníková

Abstract Even though video games are highly popular, localization into Slovak is rather rare and the language struggles to maintain a presence in the video game industry. This is partly because Slovak is a less widely spoken language, and also because it is mutually intelligible with the more dominant Czech language, having a common history. Our paper examines the Slovak-Czech parallels in the respective language-, audiovisual- and multimedia- related legislation as well as market practices. A similar comparative analysis is conducted with other less widely spoken European languages, namely Serbian, Croatian and Slovenian. Our results show that among the examined languages, Czech is by far in the strongest position as a supported language in video games on various platforms whereas Slovak, Serbian, Croatian and Slovenian are hardly present. We hope that the results of our research will stimulate the discussion on this issue.


2021 ◽  
Vol 8 (1) ◽  
pp. 48-75
Author(s):  
Gökhan Fırat

Abstract Digital labour platforms, encompassing on-demand translation work via apps and websites, have grown exponentially in recent years and have significant consequences for translation workers. This study explores the critical literature on digital labour platforms from a labour studies perspective and submits the findings of a quantitative survey of 70 translation workers residing in Turkey and working on/for digital labour platforms. Our research suggests that the introduction of digital labour platforms into translation production and business networks has not yet provided a significant contribution to the working conditions of translation workers in Turkey. Instead, we argue that their working conditions have been rearranged and reorganized in accordance with the uberization of (translation) work. According to the survey findings, engaging in such work on/for digital labour platforms exposes translation workers to risks related to employment status, income level, work-life balance, social protections, free agency, bargaining power, dependence on the platform, allocation of risks and rewards, and data collection, protection and privacy.


2020 ◽  
Vol 7 (1-2) ◽  
pp. 1-27
Author(s):  
Lynne Bowker

Abstract The COVID-19 pandemic situation developed very quickly, driving an urgent and global need to communicate public health information that left relatively little time for traditional and formal language planning activities. This article investigates and compares French-language COVID-19-related terms appearing in linguistic resources developed in Canada and Europe to determine whether this terminology appears to be international or localized. Findings reveal that regional variation exists and that one contributing factor is that de-terminologization is being accelerated by the popular media. Another key factor leading to linguistic differences is the language situation (i.e., majority vs minority situation). Overall, while there is considerable overlap in the terminology used in the two resources, there are enough differences to warrant underlining the importance of localizing terminological content in a situation such as a pandemic in order to ensure that communication of critical information is as effective as possible.


2020 ◽  
Vol 7 (1-2) ◽  
pp. 49-68
Author(s):  
Zhiwei Wu ◽  
Zhuojia Chen

Abstract This article explores how Chinese games are localized for Southeast Asia (SEA) markets. Based on the synthesized insights from practitioners and gamers, we identify gaps between localization in theory and in practice. The post-gold model is popular with Chinese game companies that usually do not consider localizing a game until it has attained domestic success. They tend to opt for full localization rather than “deep localization” (Bernal-Merino 2011) because adapting visuals and game mechanics is considered “icing on the cake”. Additionally, in our data, gamers seem to prefer foreignization over domestication, while practitioners combine both strategies to create a defamiliarizing gaming experience. Finally, the language diversity in SEA and the lingua franca status of English call for a nuanced understanding of locale. Hence, we suggest to differentiate three types of locales (presumed, practiced, and preferred) as a possible analytical framework to further theorize game localization from multiple perspectives of stakeholders.


2020 ◽  
Vol 7 (1-2) ◽  
pp. 95-121
Author(s):  
Sharon O’Brien ◽  
Alessandra Rossetti

Abstract The localisation sector is highly technologized and evolves rapidly. Though significant consideration has been given to third-level training in localisation for Translation Studies students, the nature of the industry is such that this topic demands regular attention. Our objective was to survey employees and executive managers to understand what impact recent technological developments, including but not limited to neural machine translation (NMT), might have on future skills and training requirements for localisation linguists. Our findings are that linguists in localisation take up a variety of roles, including transcreation, data mining, and project and vendor management. NMT is considered an important advancement, and its introduction has emphasised the need for a critical use of technology, while opening new career pathways, such as data curation and annotation. Domain specialisation is recommended for those who translate, and transferable soft skills are more essential than ever. Increased industry and interdisciplinary collaborations in training are also considered valuable.


2020 ◽  
Vol 7 (1-2) ◽  
pp. 28-48
Author(s):  
Hao Hsu

Abstract Released in 2017, the game Detention by the Taiwanese indie developer Red Candle Games gained great domestic success and made a name for itself among gamer communities worldwide. Providing an English-language localization upon its release, the 2D point-and-click horror game is set in the 1960s during Taiwan’s “White Terror” era. The story follows a ghost girl bound to the school she attended and unravels her tragic story. With such a specific temporal and spatial background, the game has a wide range of cultural references, potentially preventing non-Taiwanese players from being immersed in the game. This paper aims to examine industry practices within the theoretical framework of translation studies and understand, with the case of Detention, how culturalization operates at different levels. Through the lens of loss and gain, this paper also discusses how certain cultural connotations are lost in localization to retain the immersive game experience as an overall gain.


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