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新文科语言服务学术文库:游戏本地化:面向全球数字娱乐产业的翻译
新文科语言服务学术文库:游戏本地化:面向全球数字娱乐产业的翻译
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图书名称 :新文科语言服务学术文库:游戏本地化:面向全球数字娱乐产业的翻译
书号 :9787544678919
版次 :1
出版时间 :2024-04-01
作者 :(新西兰) 美奈子·奥哈根 (Minako O’Hagan) , (西) 卡门·曼吉龙 (Carmen Mangiron) , 著
开本 :AX16

介绍

【前言】





语言服务兴起于20世纪90年代的欧美。2010年,中国翻译协会首次正式在我国提出“语言服务”的概念。语言服务指以语言能力为核心,以促进跨语言、跨文化交流为目标,提供语际信息转化服务和产品,以及相关研究咨询、技术研发、工具应用、资产管理、教育培训等专业化服务的现代服务业。





根据统计,尽管全球经济不断受到挑战,但语言服务行业依然保持增长,2022年,全球语言服务产值突破600亿美元。我国对外开放、中外人文交流和“一带一路”建设不断促进我国的语言服务市场增长。2022年,我国的翻译公司和各类型的语言服务企业总计超过42万家,总产值突破554亿元人民币。语言服务发展的同时也带来巨大的人才需求。





语言服务教育在我国是一个新生事物,目标是培养行业需要的口笔译、语言技术和项目管理人才。2007年,我国开办翻译硕士专业学位教育,为语言服务行业培养翻译人才。近年来,部分高校通过开设研究方向或独立设置二级学科点等方式,招收本地化管理、技术传播、翻译项目管理、医学语言服务、国际语言服务研究生,培养“语言+技术”“语言+专业”和“语言+管理”的复合型和应用型人才。部分高校成立了语言服务研究院所、应急语言服务基地(中心),召开语言服务论坛,编写语言服务研究报告等。2020年,中国英汉语比较研究会批准成立语言服务研究专业委员会,出版《语言服务研究》集刊。2022年,商务部、教育部、中国外文局等部委批准成立特色语言服务出口基地,国家发改委和商务部批准语言服务进入鼓励外商投资产业目录。以上举措有力地促进了语言服务的发展。





为了帮助广大师生了解国外语言服务领域学术研究和行业发展动态,满足高校语言服务学科建设、人才培养、教学科研的需要,上海外语教育出版社组织专家精心策划了“新文科语言服务学术文库”,从国外原版引进多种语言服务学术著作。本文库涵盖翻译及语言服务的职业技能和企业管理两个方面,包括翻译教学、技术文档写作、本地化技术、质量管理、服务管理、众包翻译管理等,体系完整,内容丰富,值得推荐。同时,为了方便读者理解重点,文库各书还专门配有中文导读和推荐阅读书目。





本文库可用作研究生教材,也适合语言服务行业人士和对语言服务感兴趣的广大社会读者作为参考书使用。希望文库的出版能为我国的语言服务发展贡献一份力量。



目录


【目录】


Figures and tables


Acknowledgements


About this book


Aim and structure of the book


Target readers


Conventions used in this book


Glossary


Prologue


Introduction


Rationale


Context


An overview of translation studies research trajectoriesin game localization


General trends in game localization research


Key research areas


Approach



CHAPTER 1


The video game and translationIntroduction


1.1 A historical sketch of video game localization


1.1.1 Early days:Before the mid-1980s


1.1.2 Growth phase:The mid-1980s to mid-1990s


1.1.3 Development phase:The mid-to late 1990s


1.1.4 Maturing phase:Early 2000 to 2005


1.1.5 Advancing phase:2005 to the present


1.2 Video games:Domain,terminology and characteristics


1.2.1 Key terminology:Video game vs.computer game


1.2.2 Defining a video game


1.2.3 Game genres


1.2.4 Video games as transmedia


1.2.5 Video game theory:Narative theory versus play theory


1.3 The structure of the video game industry



CHAPTER 2

The localization paradigm:Localization versus translationIntroduction

2.1 Software localization defined by practice:Internationalization

2.2 New dimensions of localization

2.2.1 Cultural representations and adaptation requiredin software localization

2.2.2 Localization facilitated by technology

2.3 Localization in Translation Studies

2.4 Game localization or game translation?

2.5 An absence of agency in localization speak



CHAPTER 3

Game localization:A practical dimension Introduction

3.1 Video games and GILT:Localization-friendly game development

3.2 Game localization models

3.2.1 Outsourcing model

3.2.2 In-house model

3.3 Game assets requiring localization

3.3.1 In-game text

3.3.2 Art assets

3.3.3 Audio and cinematic assets

3.3.4 Printed materials

3.4 The localization process

3.4.1 Pre-localization

3.4.2 Translation

3-4.3 Editing

3.4.4 Recording

3.4.5 Post-localization

3.4.6 Submission of release candidate version

3.4.7 Production and distribution

3.4.8 Game localization scenario

3.5 Levels of localization

3.6 Tools used in game translation


CHAPTER 4

Translating video games:New vistas for transcreationIntroduction

4.1 Game text taxonomy and text function

4.1.1 Game text:Play and narrative dimensions

4.1.2 Game text taxonomy and translation

4.2 Translation strategies applied in game localization

4.2.1 Translation strategies for pragmatic translation problems

4.2.2 Translation strategies for interlingual translation problems

4.3 A brief case study of Square Enix

4.3.1 Overview

4-3.2 Examples of innovation and appropriation of translation

4.4 The translator as a creative agent:Game localization as transcreation

4.4.1 Internal knowledge versus external knowledgeas professional norms versus expectancy norms

4.4.2 Translator's agency and transcreation



CHAPTER 5

Cultural contexts of game production:Patronage and rewritingin the digital age


Introduction

5.1 Video games as cultural products

5.1.1 Game culture:Japan versus the US

5.1.2 Cultural content in games and cultural localization

5.2 Cultural adjustments

5.2.1 Mandatory requirements for change

5.2.2 Market-driven adjustments:Market relevance and preferences

5.3 Culture of game production:Power game

5.4 Game localization as rewriting



CHAPTER 6

Pedagogical issues in training game localizersIntroduction


6.1 Game localization as an emerging professional translation activity

6.2 Training future game localizers

6.2.1 Game localizers competence

6.2.2 Course design

6.2.3 Assessment


6.3 Teaching materials and human resources

6.3.1 The eCoLoMedia game localization course

6.4 Pedagogy in game localization:A vocational or an academic focus?


CHAPTER 7

Game localization research in Translation StudiesIntroduction

7.1 Game localization and accessibility research

71.1 Game accessibility and accessibility barriers in video games

71.2 Benefits of game accessibility

7.1.3 Research on game accessibility

7.2 Game localization and fan studies:Fans as co-creators

7.2.1 Fan culture represented in the form of fan work

7.2.2 Fan translation:Translation hacking and crowdsourcing

7.2.3 Fan translator expertise versus professional expertise

7.3 A new research direction in Translation Studies:User-focusedempirical research

73.1 Player experience studies

73.2 Natural language interaction through AI,chatbot,and speech recognition


Conclusion

Game localization,game translation or game transcreation?

Translation quality and users

Localization directionality and regional variations of language International game design and internationalization Technology applications and the future of game localization


References

Gameography


APPENDIX

Postgraduate courses in game localization in Spain


Index




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