Abstract

Game localisation is a type of audiovisual translation that has gradually been gathering scholarly attention since the mid-2000s, mainly due to the increasing and ubiquitous presence of video games in the digital society and the gaming industry's need to localise content in order to access global markets. This paper will focus on burning issues in this field, that is, issues that require specific attention, from an industry and/or an academic perspective. These include the position of game localisation within the wider translation studies framework, the relationship between game localisation and audiovisual translation, game accessibility, reception studies, translation quality, collaborative translation, technology, and translator training.

Highlights

  • Over the last four decades, video games have achieved a ubiquitous role in the digital society

  • This paper presents a number of issues that are likely to feature prominently in game localisation research in the near future

  • These include the position of game localisation within translation studies (TS); its relationship with other types of translation, in particular audiovisual translation (AVT); game accessibility; reception studies; translation quality; collaborative translation; the use of technology, and translator training

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Summary

Introduction

Over the last four decades, video games have achieved a ubiquitous role in the digital society Have they become one of the most popular leisure options, they are being used for purposes beyond entertainment, such as education, health, and advertising. This paper presents a number of issues that are likely to feature prominently in game localisation research in the near future. These include the position of game localisation within translation studies (TS); its relationship with other types of translation, in particular AVT; game accessibility; reception studies; translation quality; collaborative translation; the use of technology, and translator training

Game localisation within translation studies
Game localisation and audiovisual translation
Game accessibility
Reception studies
Quality and collaborative translation
Technology
Training
Conclusions
Full Text
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