On Translation Skills of Video Games — A Case Study of The Elder Scrolls V: Skyrim开题报告

 2022-07-30 14:37:43

1. 研究目的与意义

With the development of network technology and economic globalization, the video games industry develops dramatically and becomes a worldwide phenomenon. According to the recent Global Games Market Report by market research firm Newzoo, the global games market is forecast to rise 13.3 percent to 137.9 billion dollars in 2018. China, as the largest games market in the world, will generate game revenue of 37.9 billion dollars this year, accounting for 28 percent of the global income. In contrast with the prosperity of the video games industry, game localization is a new field in translation. So far, there are very few studies on game translation at home and abroad, and the limited game translators cannot meet the huge demands of games market. The research on game translation is of great practical significance no matter for the Chinese players who want to play foreign games or Chinese game companies that try to develop overseas business.

In addition to its contribution to the game industry, the process of game translation also promotes the cross-cultural communication and enriches the strategies of cultural translation. Through game translation, people can learn more about foreign cultural backgrounds and images. The more language versions a game has, the more people from different countries can play the game together, which will build a bridge to direct exchanges between different nationalities. Since game localization is a new field of translation, the problems in the research on game translation will also drive the emergence of new translation methods and strategies, thus enriching the translation practice.

2. 研究内容和预期目标

Research Content and Key Issues:

This study will take the Chinese version of The Elder Scrolls V: Skyrim as an example, exploring the translation skills of video games, trying to point out that in the process of video game translation, the choices of translation skills vary depending on the types of the source text. Since there is no generally-acknowledged standard for the classification of game texts, this paper will give a new classification of game texts on the basis of previous studies.

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3. 国内外研究现状

1. Overseas Researches on Video Game Translation

Video game, as “a multi-textual interactive entertainment product” (Merino, 2006, p. 34), has been increasingly important in life. The development of network technology and economic globalization brings the prosperity of video games industry, which leads to a new field in translation—game localization (Mangiron amp; O’Hagan, 2006). According to Chandler (2005, p. 8), game localization is “the process of translating the game into other languages”. However, the translation of video games is not simple linguistic transference between two languages. The adjustments it involves go far beyond the literal level and sometimes require a completely liberal transformation approach (O’Hagan, 2007).

The high degree of freedom distinguishes game translation from traditional translation. Traditional translation theories require fidelity to the original, while the fundamental principle of game translation is to preserve the game experience (Fernndez Costales, 2012, p. 395). Video game translation focuses on how to bring the playability and entertainment of games to the target language players. Game translators do not need to be completely faithful to the original text (Mangiron amp; O''''''''Hagan, 2006). To make players’ interactive experience richer, translators can even adopt different methods of translation according to audiences in different countries, even if it goes against the original intention of game makers (Merino, 2006, p. 34).

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4. 计划与进度安排

1. Before November 10th, 2022: Completing the topic selection.

2. November 11th, 2022 to November 30th, 2022: Writing the thesis proposal.

3. December 1st, 2022 to March 17th, 2022: Collecting data, carrying out research and completing the first draft.

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5. 参考文献

Chandler, H. M., amp; Deming, S. O. M. (2005). The game localization handbook (Vol. 1). Massachusetts: Charles River Media.

Fernndez Costales, A. (2012). Exploring translation strategies in video game localization. MonTI. Monografas de Traduccin e Interpretacin, 4, 385-408. doi:10.6035/MonTI.2012.4.16

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