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Localizzare vuol dire tradurre? Il caso dei videogiochi

PANENA, PAOLO MICHELE MARIA
•
Elisa Perego
2018
  • journal article

Periodico
RIVISTA INTERNAZIONALE DI TECNICA DELLA TRADUZIONE
Abstract
This paper reviews current academic literature investigating videogame localisation and illustrates a case study. The academic interest in videogame localization is increasing thanks to the growth of the digital entertainment industry, which is nowadays a huge global business. In such a context, localisation is an essential phase in the development of a videogame: almost every publisher needs to sell videogames in more languages at the same time, in order to reach as many markets as possible. Tightly intertwined with the internationalisation, the adaptation to the target market turns out to be a key element for the success of the videogame in a foreign market. Consequently, localisers and their creativity play an active role in granting such success. Through a short analysis of this complex process, which differs from the localisation of the other types of software and is sometimes referred to as transcreation, this paper aims to present its main aspects, also through some examples taken from a case study.
DOI
10.13137/2421-6763/23194
Archivio
http://hdl.handle.net/11368/2940755
https://www.openstarts.units.it/handle/10077/23194
http://hdl.handle.net/10077/23194
Diritti
open access
FVG url
https://arts.units.it/bitstream/11368/2940755/1/Panena & Perego 2018.pdf
Soggetti
  • localization

  • videogame

  • transcreation

  • internationalisation

  • localiser

Visualizzazioni
1
Data di acquisizione
Jun 8, 2022
Vedi dettagli
google-scholar
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