This book explores the impact of a video game’s degree of realism or fictionality on its linguistic dimensions, investigating the challenges and strategies for translating realia and irrealia, the interface of the real world and the game world where culture-specificity manifests itself. The volume outlines the key elements in the translation of video games, such as textual non-linearity, multitextuality, and playability, and introduces the theoretical framework used to determine a game’s respective degree of realism or fictionality. Pettini applies an interdisciplinary approach drawing on video game research and Descriptive Translation Studies to the linguistic and translational analysis of in-game dialogs in English-Italian and English-Spanish language pairs from a corpus of three war video games. This approach allows for an in-depth look at the localization challenges posed by the varying degree of realism and fictionality across video games and the different strategies translators employ in response to these challenges. A final chapter offers a comparative analysis of the three games and subsequently avenues for further research on the role of culture-specificity in game localization. This book is key reading for students and scholars interested in game localization, audiovisual translation studies, and video game research.
An important locus for English-speaking writers, the region of Tuscany is also well represented in the Italian literary canon. In Tuscan Spaces, Silvia Ross focuses on constructions of Tuscany in twentieth-century Italian literature and juxtaposes them with English prose works by such authors as E.M. Forster and Frances Mayes to expose the complexity of literary representation centred on a single milieu. Ross uses the works of writers such as Federigo Tozzi, Aldo Palazzeschi, Vasco Pratolini, and Elena Gianini Belotti, to seek out alternative visions of Tuscan space and emphasizes that each author fashions the region in a manner which reflects their personal poetics, background, and experiences. Theories of cultural geography, space, travel, and narrative contribute to Ross's consideration of the dualisms commonly employed in writings about Tuscany, such as country/city, nature/culture, female/male, and self/other, all of which are in turn affected by her interrogation of the local/foreign opposition that underlies the study as a whole.
Adaptation has always been central to Translation Studies, and, as print media becomes less and less dominant, and new media become central to communication, Adaptation is more than ever a vital area of Translation and Translation Studies. In addition, links to new digital media are examined. This is the only user-friendly textbook covering the full area of Translation, Adaptation, and Digital Media applicable to any language combination. Divided into nine chapters, it includes a wide range of texts from Brazilian culture, ensuring an ex-centric view of translation. Each chapter contains an expository section, case studies, and student activities to support learning. It emphasises the central role of Adaptation in the translation of works for the popular book market, for theatre, cinema, radio, and, especially, the new media. This is the essential textbook for students in Translation and Adaptation Studies courses and instructors and professionals working on adaptation and transmedia projects.
This book explores the impact of a video game’s degree of realism or fictionality on its linguistic dimensions, investigating the challenges and strategies for translating realia and irrealia, the interface of the real world and the game world where culture-specificity manifests itself. The volume outlines the key elements in the translation of video games, such as textual non-linearity, multitextuality, and playability, and introduces the theoretical framework used to determine a game’s respective degree of realism or fictionality. Pettini applies an interdisciplinary approach drawing on video game research and Descriptive Translation Studies to the linguistic and translational analysis of in-game dialogs in English-Italian and English-Spanish language pairs from a corpus of three war video games. This approach allows for an in-depth look at the localization challenges posed by the varying degree of realism and fictionality across video games and the different strategies translators employ in response to these challenges. A final chapter offers a comparative analysis of the three games and subsequently avenues for further research on the role of culture-specificity in game localization. This book is key reading for students and scholars interested in game localization, audiovisual translation studies, and video game research.
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