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Video game localisation in Iran: a survey of users’ profile, gaming habits and preferences
The Translator ( IF 0.7 ) Pub Date : 2020-02-09 , DOI: 10.1080/13556509.2020.1724046
Masood Khoshsaligheh 1 , Saeed Ameri 1
Affiliation  

ABSTRACT

Today, an increasing number of people are playing video games, hence the continued growth of the game industry’s annual revenue, surpassing $150 billion in 2019, exceeds those of music and film industries combined. Considering the huge international market, accumulating and analysing information about gamers’ opinions, attitudes and experiences is of necessity for the game localisation market and could supplement and enrich the limited existing research findings. To address this gap, this article presents the results of a survey of Iranian console and computer gamers’ reception. Using quantitative data from over 750 gamers, the study examines the Iranian gamers’ profile, gaming habits, preferences, and perception of the present situation of video game localisation in Iran. The results reveal that the entertainment of playing video games appears to be entirely male-oriented and mostly in their teens and early to mid-20s. The most telling results suggest that Iranian gamers prefer a localisation approach in which the translation maintains the otherness of the original, and that on average, they are dissatisfied with the present state of game localisation into Persian.



中文翻译:

伊朗的视频游戏本地化:对用户个人资料,游戏习惯和偏好的调查

摘要

如今,越来越多的人在玩视频游戏,因此游戏行业的年收入持续增长,2019年超过1500亿美元,超过了音乐和电影行业的总和。考虑到巨大的国际市场,积累和分析有关玩家观点,态度和经验的信息对于游戏本地化市场是必要的,并且可以补充和丰富有限的现有研究成果。为了弥补这一差距,本文介绍了对伊朗游戏机和计算机游戏玩家的接待情况的调查结果。该研究使用来自750多个游戏者的定量数据,研究了伊朗游戏者的个人资料,游戏习惯,偏好以及对伊朗视频游戏本地化现状的看法。结果表明,玩电子游戏的娱乐方式似乎完全是男性导向的,并且大多在青少年和20年代初至20年代中期出现。最有说服力的结果表明,伊朗游戏玩家更喜欢本地化方法,在这种方法中,翻译可以保持他物原来,那平均而言,他们不满意的游戏本地化的当前状态成波斯语。

更新日期:2020-02-09
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