Game Localization Translating for the Global Digital Entertainment Industry by Minako O’Hagan
by Minako O’Hagan (Author), Carme Mangiron (Author)
ISBN-13: 9789027224576
Publisher : John Benjamins Publishing Company (August 29, 2013)
About this book
Aim and structure of the book
In response to the growing research interest in game localization within and also
outside Translation Studies, this book aims to inform readers about this specialized
and dynamic professional area of practice. As well as seeking to stimulate
further scholarly interest in this sub-domain, the book attempts to address the
practical need of the industry for the systematic training of translators and localizers,
informed by contemporary translation theories. The game localization sector
will benefit from well-structured resources for the training of new translators
who may have competence in areas other than games, and thus need a specific
focus on the gaming domain. Game localization is a dynamic field that is driven
by technology, led by market demands and influenced by popular discourses on
games, and therefore most up-to-date information sources can be found online,
as we note in our literature review. However, it is time-consuming to find reliable
online resources directly addressing pertinent issues relevant to specific training
needs. Similarly, it is still relatively rare to come across the topic analyzed in the
context of Translation Studies. In our observation, translation and localization
issues have been peripheral in game-related topics addressed in academia, for
example in Game Studies, and are often treated casually in an ad hoc rather than
a systematic manner. This has led us to conclude that there is a need for a reliable
and coherent monograph dedicated to conceptualizing this new sub-domain.
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