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Let the Game Begin: Ergodic as an Approach for Video Game Translation
Register Journal Pub Date : 2017-01-30 , DOI: 10.18326/rgt.v9i2.696
Sf. Lukfianka Sanjaya Purnama, Sf. Luthfie Arguby Purnomo, Dyah Nugrahani , SF. Luthfie Arguby Purnomo , Dyah Nugrahani

This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Mortal Kombat: Unchained, and Konami’s Metal Gear Solid, ergodic based approach for video game translation is formulated. The formulation signifies that ergodic, as an approach for video game translation, revolves around the treatment of video games as a cybertext from which scriptons, textons, and traversal functions as the configurative mechanism influence the selection of translation strategies and the transferability of variables and traversal function, game aesthetics, and ludus and narrative of the games. The challenges countered when treating video games as a cybertext are the necessities for the translators to convey anamorphosis, mechanical and narrative hidden meaning of the analyzed frame, to consider the textonomy of the games, and at the same time to concern on GILT (Globalization, Internationalization, Localization, and Translation).

中文翻译:

让游戏开始:《遍历》作为视频游戏翻译的一种方法

本文试图提出遍历法作为视频游戏翻译的一种方法。这里的方法一词是指翻译产品的方法和翻译过程的方法。首先,将拟人化设计成一种方法,首先对Aarseth的拟人化文学进行回顾,以弄清与电子游戏和视频游戏翻译之间关系的基础;其次,将《电子艺术的速度需求:拥有城市》译成中文,制定了Midway的《真人快打》:《无链》,以及Konami的《 Metal Gear Solid》,基于遍历的视频游戏翻译方法。该表述表明,遍历遍历作为视频游戏翻译的一种方法,围绕着将视频游戏视为网络文本的处理,脚本,文本,以及作为配置机制的遍历功能会影响翻译策略的选择以及变量和遍历功能的可传递性,游戏美感以及游戏的诱惑力和叙事性。在将视频游戏视为网络文本时应对的挑战是,翻译人员必须传达被分析框架的变形,机械和叙事的隐藏含义,考虑游戏的组织结构,同时关注GILT(全球化,国际化,本地化和翻译)。
更新日期:2017-01-30
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