Always a lighthouse, toujours un homme: exploring non-literal translation techniques in video game localizations or the purposes of second language acquisition

dc.contributor.authorRiggin, Patrick Franklin
dc.date.accessioned2018-04-19T20:17:48Z
dc.date.available2018-04-19T20:17:48Z
dc.date.graduationmonthMay
dc.date.issued2018-05-01
dc.description.abstractMany recent video games feature complex narratives that contain increasing amounts of written and spoken language. There has thus been growing need for them to be localized into other languages; that is, translated and adapted for markets where languages other than the video game’s language of development are spoken. While the localization process shares many similarities with other projects of translation, because the primary goal of a video game is to be entertaining, video game localization teams are allowed certain creative liberties in translating video games in order to maximize entertainment for players in target markets. Non-literal translation techniques, including transposition, modulation, equivalence, and adaptation, are used to avoid mistranslating in-game language. However, Mangiron and O’Hagan identify in their 2006 analysis of the English localization of Final Fantasy X certain “transcreation” techniques that are used by localization teams in order to make video games more entertaining for players in other markets. These transcreation techniques include the addition of linguistic variation, the re-naming of in-game terminology, the re-creation of wordplay, “contextualization by addition”, and the deliberate use of regional expressions. These transcreation techniques not only serve to make the localized version of a video game more entertaining for a target market, but also make the gameplay experience more original for players in these markets. This study will analyze non-literal translation techniques and “transcreation” techniques in the French localization of BioShock Infinite: Burial at Sea Episode 2 to determine how these translation techniques may be used to maximize entertainment and to create a more original gameplay experience for francophone players, followed by a discussion of how video game localizations may be implemented in second language acquisition contexts for the purposes of exploring certain L2 linguistic and cultural phenomena.
dc.description.advisorMelinda A. Cro
dc.description.degreeMaster of Arts
dc.description.departmentDepartment of Modern Languages
dc.description.levelMasters
dc.identifier.urihttp://hdl.handle.net/2097/38825
dc.language.isoen_US
dc.publisherKansas State University
dc.rights© the author. This Item is protected by copyright and/or related rights. You are free to use this Item in any way that is permitted by the copyright and related rights legislation that applies to your use. For other uses you need to obtain permission from the rights-holder(s).
dc.rights.urihttp://rightsstatements.org/vocab/InC/1.0/
dc.subjectLocalization
dc.subjectTranslation
dc.subjectSecond Language Acquisition
dc.subjectVideo Games
dc.subjectBioShock
dc.titleAlways a lighthouse, toujours un homme: exploring non-literal translation techniques in video game localizations or the purposes of second language acquisition
dc.typeReport

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