Page: 1... 7 8 9 10 11 12 13 14 15... 606
201 |
Anàlisi traductològica i comparada d'una narració cèlebre japonesa, "La tomba de les llumenetes" d'Akiyuki Nosaka
|
|
|
|
BASE
|
|
Show details
|
|
202 |
Found in translation : evolving approaches for the localization of japanese video games
|
|
|
|
Abstract:
Japanese video games have entertained players around the world and played an important role in the video game industry since its origins. In order to export Japanese games overseas, they need to be localized, i.e., they need to be technically, linguistically, and culturally adapted for the territories where they will be sold. This article hopes to shed light onto the current localization practices for Japanese games, their reception in North America, and how users' feedback can contribute to fine-tuning localization strategies. After briefly defining what game localization entails, an overview of the localization practices followed by Japanese developers and publishers is provided. Next, the paper presents three brief case studies of the strategies applied to the localization into English of three renowned Japanese video game sagas set in Japan: Persona (1996-present), Phoenix Wright: Ace Attorney (2005-present), and Yakuza (2005-present). The objective of the paper is to analyze how localization practices for these series have evolved over time by looking at industry perspectives on localization, as well as the target market expectations, in order to examine how the dialogue between industry and consumers occurs. Special attention is given to how players' feedback impacted on localization practices. A descriptive, participant-oriented, and documentary approach was used to collect information from specialized websites, blogs, and forums regarding localization strategies and the reception of the localized English versions. The analysis indicates that localization strategies for Japanese games have evolved over time from a higher to a lower degree of cultural adaptation in order to meet target markets' expectations. However, it was also noted that despite the increasing tendency to preserve the sociocultural content of the original, the language used in the translations needs to be vivid and idiomatic in order to reach a wider audience and provide an enjoyable gameplay experience
|
|
Keyword:
Cultural adaptation; Domestication; Foreignization; Game localization; Japanese video games; Localization approaches; Localization strategies; Reception
|
|
URL: https://doi.org/10.3390/arts10010009 https://ddd.uab.cat/record/236079
|
|
BASE
|
|
Hide details
|
|
203 |
Anàlisi de l'emissió de sèries d'animació japoneses als mitjans de comunicació catalans
|
|
|
|
BASE
|
|
Show details
|
|
204 |
Más que nombres : analizando las traducciones de los antropónimos de la serie de videojuegos "Animal Crossing"
|
|
|
|
BASE
|
|
Show details
|
|
205 |
Italo Calvino in Japan, Japan in Italo Calvino. A Cross-cultural Encounter
|
|
|
|
BASE
|
|
Show details
|
|
206 |
La Formulación de Peticiones en Correos Electrónicos del Ámbito Profesional Hispano-Japonés
|
|
|
|
In: TDX (Tesis Doctorals en Xarxa) (2021)
|
|
BASE
|
|
Show details
|
|
207 |
Online Pronunciation Tutoring for Japanese Learners of English
|
|
|
|
BASE
|
|
Show details
|
|
208 |
La Formulación de Peticiones en Correos Electrónicos del Ámbito Profesional Hispano-Japonés
|
|
|
|
BASE
|
|
Show details
|
|
209 |
SUGGESTIVNESS OF THE “OFUDESAKI” TEXT: INTENTION OR FORTUITOUSNESS? ; СУГГЕСТИВНОСТЬ ТЕКСТА «ОФУДЭСАКИ»: УМЫШЛЕННОСТЬ ИЛИ СЛУЧАЙНОСТЬ? ; СУГЕСТИВНІСТЬ ТЕКСТУ «ОФУДЕСАКІ»: УМИСНІСТЬ ЧИ ВИПАДКОВІСТЬ?
|
|
|
|
In: Opera in linguistica ukrainiana; No. 28 (2021) ; Записки з українського мовознавства; № 28 (2021) ; 2415-7562 ; 2414-0627 (2021)
|
|
BASE
|
|
Show details
|
|
210 |
A Cross-Linguistic Comparison of Screen Translations of Names in Hayao Miyazaki’s Animated Films ; Передача имен собственных в переводах мультфильмов Хаяо Миядзаки: сопоставительный аспект
|
|
|
|
BASE
|
|
Show details
|
|
211 |
Pilgrimage and spirit possession: Reconnecting senses, discourse and subjectivity on Mt Kiso Ontake
|
|
|
|
BASE
|
|
Show details
|
|
212 |
Postwar Japanese Humor: Dark Humor and Laughter After the Little Boy
|
|
|
|
BASE
|
|
Show details
|
|
213 |
«Латынь из моды вышла ныне»: камбун в современной японской школе ; “But Latin’s Not in Fashion Now”. Kanbun at Contemporary Japanese Secondary School
|
|
|
|
BASE
|
|
Show details
|
|
214 |
Japanese perceptual epenthesis is modulated by transitional probability
|
|
|
|
BASE
|
|
Show details
|
|
215 |
Perceived phonological overlap in second-language categories : the acquisition of English /r/ and /l/ by Japanese native listeners
|
|
|
|
BASE
|
|
Show details
|
|
216 |
Using design thinking as an approach to creative and communicative engagement in the English as a Foreign Language (EFL) classroom
|
|
|
|
In: Journal of University Teaching & Learning Practice (2021)
|
|
BASE
|
|
Show details
|
|
217 |
Learning Japanese in Comparison to Romantic and Germanic Languages
|
|
|
|
In: Chancellor’s Honors Program Projects (2021)
|
|
BASE
|
|
Show details
|
|
218 |
An Evaluative Case Study of Japanese Undergraduate Students’ Changes in Intercultural Competence as Learning Outcomes in Malaysia and Thailand
|
|
|
|
BASE
|
|
Show details
|
|
219 |
At the Intersection of Script and Literature: Writing as Aesthetic in Modern and Contemporary Japanese-language Literature
|
|
|
|
BASE
|
|
Show details
|
|
220 |
REALITY AND IDEOLOGY: THE USE OF GENDER INDEXING FEATURES IN REALITY TV
|
|
|
|
In: Theses and Dissertations--Linguistics (2021)
|
|
BASE
|
|
Show details
|
|
Page: 1... 7 8 9 10 11 12 13 14 15... 606
|
|