研究生: |
徐昊 Hsu, Hao |
---|---|
論文名稱: |
傳遞忠實遊戲體驗的在地化任務—電玩在地化 Game Localization: A Quest for Fidelity in Video Games |
指導教授: |
李根芳
Lee, Ken-Fang |
學位類別: |
碩士 Master |
系所名稱: |
翻譯研究所 Graduate Institute of Translation and Interpretation |
論文出版年: | 2016 |
畢業學年度: | 104 |
語文別: | 中文 |
論文頁數: | 155 |
中文關鍵詞: | 電玩遊戲 、多媒體 、翻譯 、在地化 、全球化 |
英文關鍵詞: | video games, multimedia, translation, localization, globalization |
DOI URL: | https://doi.org/10.6345/NTNU202205122 |
論文種類: | 學術論文 |
相關次數: | 點閱:445 下載:194 |
分享至: |
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
自1962年MIT開發出史上第一個電子遊戲《Spacewar!》至今,電玩遊戲的精緻程度已不可同日而語。驚人的動畫技術、精彩複雜的故事劇情、以無窮想像力所開發出來的廣大自由世界,這些全讓現代的電玩遊戲不僅僅是一種娛樂,而成為一種文化現象,對文學、電影、音樂等各種多媒體造成影響。在全球化的環境之下,電玩遊戲跟著走向不同國家的市場,在地化的需求逐漸浮現。電玩在地化自1980年代起便開始運作,然而,翻譯研究學界自2000年之後才開始出現相關學術文章。可惜的是,臺灣學界至今仍未有相關研究。此研究首先從目的論的功能分析角度切入,以實際電玩遊戲文本做為案例,分析電玩遊戲當中各種可翻譯的元素、其文本種類及翻譯策略,接著再透過訪談討論臺灣電玩在地化產業的案例,並套用學者對於在地化的理論,探討臺灣市場在世界與亞洲的特殊性質與定位,為臺灣學界奠下電玩在地化研究的基礎。
Video games have come a long way since the first electronic game "Spacewar!" was invented at MIT in 1962. With amazing animation, sophisticated storylines and wild fantasy worlds for players to freely explore, modern video games are no longer just entertainment, but a cultural phenomenon, exerting influence on literature, movies, music and other areas. In a globalized society, video games are not only sold in their country of origin, but the world over as well, creating the need for localization. Game localization has existed since the 1980s, but was not a focus of translation theorists until the year 2000. While many related articles and books have been published in English since then, Taiwan has yet seen academic research on this topic. This thesis first analyzes game texts through case study and discusses text types and translation strategies through functionalist approaches. Moreover, a case study of a game localization center is used to introduce the game localization industry in Taiwan and is the basis for discussion on Taiwan’s role in the Asian and world markets.
(一)中文參考文獻
GNN(民 98 年 3 月 2 日)。漫漫十年的中文化歷程 新力電腦娛樂 PlayStation 中文化團隊專訪【線上論壇】。民 104 年 6 月 29 日取自 http://gnn.gamer.com.tw/7/35337.html
GNN(民 101 年 6 月 6 日)。SCE Asia PlayStation 中文化中心專訪 暢談中文化製作祕辛與最新消息【線上論壇】。民 104 年 6 月 29 日取自http://gnn.gamer.com.tw/7/67077.html
司徒懿(民 99)當花邊不敵流言:〈花邊教主〉官方及網路字幕組譯文比較。國立臺灣師範大學翻譯研究所碩士論文,未出版,臺北市。
張懿萱(民 99)同步口譯與字幕翻譯簡化策略之研究。國立臺灣師範大學翻譯研究所碩士論文,未出版,臺北市。
李運興(民 90)字幕翻譯策略。中國翻譯,22(4),38-40。
林奎佑(民 91)電玩---慾望與機器的共生體。國立清華大學社會學研究所碩士論文,未出版,新竹市。
林怡伶(民 95)法文幽默漫畫之漢譯策略與實例探討--以單元漫畫《白目賈斯東》與連環漫畫《幸運牛仔呂克》為例。輔仁大學法國語文學系碩士論文,未出版,臺北市。
楊于萱(民 98)哈日風潮與娛樂媒體接觸行為對大學生日文學習動機之初探。南臺科技大學資訊傳播系碩士論文,未出版,臺南市。
洪聖壹(民 101 年 6 月 18 日)。專訪/中文化遊戲幕後英雄 SONY電腦娛樂陳云云談祕辛【線上論壇】。民 104 年 5 月 8 日取自 http://www.ettoday.net/news/20120618/60115.htm
游鈞雅(民 102)創譯於配音翻譯上之應用:以《探險活寶》為例。輔仁大學跨文化研究所碩士論文,未出版,臺北市。
章晉唯(民 103)橫跨時空──臺灣影視字幕規範探究。國立臺灣師範大學翻譯研究所碩士論文,未出版,臺北市。
電玩巴士(民 101 年 2 月 9 日)。电玩巴士探访SCEJA台湾中文化中心 了解中文化背后的故事【線上論壇】。民 104 年 6 月 29 日取自 http://ps4.tgbus.com/news/201502/20150209105301.shtml
羅玉潔(民 98)電影字幕中的粗話翻譯策略:以美國電影「男孩我最壞」為例。國立臺灣師範大學翻譯研究所碩士論文,未出版,臺北市。
陳建文(民 94)電子遊戲產業分析與臺灣遊戲廠商之策略研究。國立臺灣大學國際企業學研究所碩士學位,未出版,臺北市。
(二)外文參考文獻
Alfonso, A. (2015, February 2). Monster Hunter 4 Ultimate: Localization & the jaws of life! Retrieved June 18, 2015, from http://www.capcom-unity.com/reno/blog/2015/02/03/monster-hunter-4-ultimate-localization-the-jaws-of-life
Alfonso, A. (2015, January 26). Monster Hunter 4 Ultimate: Localization & the apex predator! Retrieved June 28, 2015, from http://www.capcom-unity.com/reno/blog/2015/01/27/monster-hunter-4-ultimate-localization-the-apex-predator
Anastasiou, D., & Schäler, R. (2010). Translating vital information: Localisation, internationalisation, and globalisation. Journal Syn-thèses, Traduction: Médiation, Négociation, Communication, 3, 11-25.
Bernal-Merino, M. Á. (2007). Challenges in the translation of video game. Tradumàtica: Traducció i Tecnologies de la Informació i la Comunicació(5).
Bernal-Merino, M. Á. (2008). What's in a 'game'? Localisation Focus, 6(1), 29-38.
Bernal-Merino, M. Á. (2008). Creativity in the translation of video games. Quaderns de Filologia. Estudis Literaris, XIII, 57-70.
Cadieux, P., & Esselink, B. (2004). GILT: Globalization, internationalization, localization, translation. Globalization Insider, XI(1.5), 1-5.
Caimi, A. (2006). Audiovisual translation and language learning: The promotion of intralingual subtitles. The Journal of Specialized Translation, 6, 85-98.
Chandler, H. M., & Deming, S. O. M. (2011). The game localization handbook (2 ed.). Sudbury, MA: Jones & Bartlett Learning.
Corriea, A. R. (2013, October 3). The accidental excellence of GTA 5's soundscape. Retrieved June 7, 2015, from http://www.polygon.com/2013/10/3/4795292/the-accidental-excellence-of-gta-5s-soundscape
Crosignani, S., & Ravetto, F. (2011). Localizing the Buzz! game series (Or how to successfully implement transcreation in a multi-million seller video game). Trans(15), 29-38.
Crossley, R. (2010, January 11). Study: Average dev costs as high as $28m. Retrieved April 27, 2015, from http://www.develop-online.net/news/study-average-dev-costs-as-high-as-28m/0106030
DeLaHunt, J. (2004). Go west, young bandicoot: Changes in the Japanese version of "Crash Bandicoot" for Playstation. Accessed April 7, 2015. http://web.stanford.edu/group/htgg/sts145papers/jdelahunt_2004_1.pdf
Di Giovanni, E. (2008). Translations, transcreations and transrepresentations of India in the Italian media. Meta, 53(1), 26-43.
Di Marco, F. (2007). Cultural localization: Orientation and disorientation in Japanese video games. Tradumàtica: Traducció i Tecnologies de la Informació i la Comunicació(5).
Dietz, F. (2006). Issues in localizing computer games Perspectives on localization (pp. 121-134). Amsterdam, The Netherlands: John Bejamins.
Edwards, K. (2011). Culturalization of game content The game localization handbook (pp. 19-34). Sudbury, MA: Jones & Bartlett Learning.
Egenfeldt-Nielsen, S., Smith, J. H., & Tosca, S. P. (2008). Understanding video games: The essential introduction. New York, NY: Routledge.
Frasca, G. (2001). Videogames of the oppressed: Videogames as a means for critical thinking and debate. Georgia Institute of Technology. Atlanta, GA. Retrieved from http://www.ludology.org/articles/thesis/FrascaThesisVideogames.pdf
Fritz, B. (2009). Video game borrows page from Hollywood playbook. Retrieved April 27, 2015, from http://articles.latimes.com/2009/nov/18/business/fi-ct-duty18
Fry, D., & Lommel, A. (2003). The localization industry primer (2 ed.). Féchy, Switzerland: LISA.
Genette, G., & Maclean, M. (1991). Introduction to the paratext. New Literary History, 22, 261-272.
Gopinathan, G. (2013). Translation, transcreation and culture: The evolving theories of translation in Hindi and other modern Indian languages The School of Oriental and African Studies: University of London.
Guo, S., & Guo, B. (Eds.). (2010). Greater China in an era of globalization. Lanham, MD: Lexington Books.
Hasegawa, R. (2009). ゲームローカライズの歴史とこれから [Game localization history and future] デジタルコンテンツ制作の先端技術応用に関する調査報告書 [Study Report on Advanced Technology Applications for Developing Digital Content] (pp. 121-132). Tokyo, Japan: JKA.
Herbst, T. (1997). Dubbing and the dubbed text-style and cohesión: textual characteristics of a special form of translation. In A. Trosbord (Ed.), Text typology and translation (pp. 291-308). Amsterdam, The Netherlands: John Benjamins.
Honeywood, R. (2007). The Square-Enix approach to localization. Paper presented at the Game Developers Conference, San Francisco, CA.
Jenkins, H. (2000, September 1). Art form for the digital age. Technology Review. Retrieved May 5, 2015, from http://www.technologyreview.com/article/400805/art-form-for-the-digital-age/
Jenkins, H. (2003, January 15). Transmedia storytelling: Moving characters from books to films to video games can make them stronger and more compelling. Technology Review. Retrieved May 5, 2015, from http://www.technologyreview.com/news/401760/transmedia-storytelling/
Jones, D. (2011, October 24). WGWC: Children of Men; a film influenced by video games, Not the other way around. Retrieved May 5, 2015, from http://www.gameinformer.com/blogs/members/b/straightupyo84_blog/archive/2011/10/25/wgwc-children-of-men-a-film-influenced-by-video-games-not-the-other-way-around.aspx
Kerr, A. (2006). The business of making digital games. In J. Rutter & J. Bryce (Eds.), Understanding digital games (pp. 36-57). London, England: SAGE.
Kerr, A. (2006). The business and culture of digital games: Gamework and gameplay. London, England: SAGE.
Lai, M. (2010, February 8). Final Fantasy XIII PS3, Xbox 360 holds 10 hours of cutscenes. Retrieved April 30, 2015, from http://news.punchjump.com/article.php?id=9528
Mangiron, C. (2004). Localizing Final Fantasy—Bringing fantasy to reality. LISA Newsletter Global Insider(13).
Mangiron, C. (2007). Video games localisation: Posing new challenges to the translator. Perspectives: Studies in Translation, 14(4), 306-323.
Mangiron, C. (2013). Subtitling in game localisation: a descriptive study. Perspectives: Studies in Translation, 21(1), 42-56.
Mangiron, C., & O’Hagan, M. (2006). Game Localisation: unleashing imagination with ‘restricted’translation. The Journal of Specialised Translation(6), 10-21.
Mazur, I. (2009). The metalanguage of localization: theory and practice. In Y. Gambier & L. van Doorslaer (Eds.), The metalanguage of translation (Vol. 20, pp. 145-165). Amsterdam, The Netherlands: John Benjamins.
McDougall, J., & O'Brien, W. (2008). Studying videogames. Leighton Buzzard, England: Auteur.
Merino, M. B. (2006). On the translation of video games. The Journal of Specialised Translation(6), 22-36.
Miller, G. (2012, November 16). GTA V: Burning questions answered. May 25, 2015, from http://www.ign.com/articles/2012/11/17/gta-v-burning-questions-answered
Mullender, G. (2010). Training conference interpreters in a globalised world. In S. M. Shiyab, G. M. Rose, J. House & J. Duval (Eds.), Globalization and Aspects of Translation (pp. 36-42). Newcastle, England: Cambridge.
Newman, J. (2013). Videogames (2 ed.). New York, NY: Routledge.
Nord, Christiane. (2005)。译有所为—功能翻译理论阐述(张美芳、王克非譯)。北京:外語教學與研究出版社。(原著出版於1997)[Nord, Christiane. (2005). Translation a purposeful activity: Functionalist approaches. (M. F. Chang & K. F. Wang, Trans.). Beijing, China: Foreign Language Teaching and Research Press. (Original work published 1997)]
O'Hagan, M. (2006). Manga, anime and video games: Globalizing Japanese cultural production. Perspectives, 14(4), 242-247.
O'Hagan, M., & Ashworth, D. (2002). Translation-mediated communication in a digital world: Facing the challenges of globalization and localization. Clevedon, England: Multilingual Matters.
O'Hagan, M., & Mangiron, C. (2013). Game localization: Translating for the global digital entertainment industry (Vol. 106). Amsterdam, The Netherlands: John Benjamins.
O’Hagan, M. (2005). Multidimensional translation: A game plan for audiovisual translation in the age of GILT. In H. Gerzymisch-Arbogast & S. Nauert (Ed.), Proceedings of EU high level scientific conferences: Multidimensional translation (pp. 76-87). Saarbrücken, Germany: ATRC Saarland University.
O’Hagan, M. (2009). Putting pleasure first: localizing Japanese video games. TTR: Traduction, Terminologie, Rédaction, 22(1), 147-165.
Pym, A. (2004). The moving text: Localization, translation, and distribution (Vol. 49). Amsterdam, The Netherlands: John Benjamins.
Raessens, J., & Goldstein, J. (2011). Handbook of computer game studies. Cambridge, MA: The MIT Press.
Reiss, K. (2000). Translation criticism-The potentials and limitations: Categories and criteria for translation quality assessment (E. F. Rhodes, Trans.). New York, NY: Jerome Publishing.
Shamoon, E. (2013, August 28). Inside the 'Grand Theft Auto V' soundtrack. Retrieved June 7, 2015, from http://www.rollingstone.com/culture/news/inside-the-grand-theft-auto-v-soundtrack-20130828
Shiyab, S. M. (2010). Globalization and its impact on translation. In S. M. Shiyab, G. M. Rose, J. House & J. Duval (Eds.), Globalization and Aspects of Translation (pp. 1-10). Newcastle, England: Cambridge.
Totilo, S. (2014, February 5). Nintendo is slowly reinventing the video game instruction manual. Retrieved June 25, 2015, from http://kotaku.com/nintendo-is-slowly-reinventing-the-video-game-instructi-1515814941
Trainor, H. (2003). Game localization: Production and testing. MultiLingual Computing & Technology, 14, 17-20.
Vemeer, H. (2004). Skopos and commission in translational action (A. Chesterman, Trans.). In L. Venuti (Ed.), The Translation Studies Reader (2 ed., pp. 227-238). New York, NY: Routledge.
Venuti, L. (2000). The translation studies reader. New York, NY: Routledge.
Wolf, M. J. P. (2008). The video game explosion: a history from PONG to Playstation and beyond. Westport, CT: Greenwood.
Yun-xing, L. I. (2001). Strategies for translating subtitles. Chinese Translators Journal, 4, 009.