傳遞忠實遊戲體驗的在地化任務—電玩在地化
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Date
2016
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Abstract
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.
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.
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電玩遊戲, 多媒體, 翻譯, 在地化, 全球化, video games, multimedia, translation, localization, globalization