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describe what kind of video games requires more research than creativity
The type of video game, which already has a particular existing universe with official translations (for example: a video game based on a book or a movie). In this case the author must acquaint themselves with the book’s literary universe and any existing official translations.
DEFINITION OF THAT TEXT TYPE |
LEGAL TEXT-TYPE (involves legalese and legal texts): |
MARKETING TEXT-TYPE (involves promotional materials): |
LITERARY TEXT-TYPE (includes artistic, creative texts): |
A SPECIFIC CASE OF THAT TEXT TYPE |
Terms of service, privacy policy, health and safety warnings
|
Posters, Ads, game trailers |
Item descriptions, dialogue scripts, character backstories
|
The process of thus defined “localisation” encompasses not only the activities of translation – terminology research, editing, or proofreading – (2) but also localisation-specific tasks, such as… (give 1)
Game localisation must be run in parallel with the development of the source texts, so that all language versions of the game are available the moment it is published for consumers to buy. Such a game localisation distribution model is known as…
Because of that, the Theory of Translation used in gaming for its focus on the function, aim, and purpose of translated texts, is known as…
Multilingual project management.
Simultaneous shipment (Sim-ship)
The Skopos theory.
“Before an AVT study begins, the researcher should obtain the necessary approvals from…”
The relevant ethics committee at their institution.
“What is the minimum number of participants that a sample should have to be able to yield statistical power = allow you to perform statistical calculations to make your findings more generally applicable?”
30 participants per group.
provide 1 example of a game localisation or game accessibility research method, and explain one thing that this method would involve in practice
Galvanic skin response |
During gameplay, the gamer has certain sensors strapped to their hands and fingers, which measure the amount of sweat that is produced. With this information we can “measure” the players emotions, such as: fear, anxiety, etc., by the amount of sweat, which was produced. |
CDs and DVDs allowed non-interactive mini-films to be inserted within games, typically in between levels to move the plot along or at the end of the game. These mini-films are called…
Game elements such as the code base, core feature set, and user interface, need to prepared for localization. For example, the game code should be able to support the language into which the game is translated. Game translators often become scapegoats because of errors or pitfalls left during this preparatory stage. This process of preparing the software for its localization/translation is called…
Then, the English translation is used as an “intermediary” source text to translate into a less popular target language, such as Lithuanian. This mediatorial language – most typically English – has a specific name. A go-between translation language – in the case above: English – is called…
Cut-scenes
Internationalization
A pivot language
name 1 type of reason why game localization is a rare topic in Translation Studies
It is stigmatized and not taken seriously, because video games are viewed as low-brow (only meant for kids and “nerds”), as opposed to traditional media, such as: literature, movies, etc.
They were asked to “explore some specific challenges when localizing video games”, and so 3 types of challenges were discussed in the Reading. You get 1 point if you correctly name 1 type of challenge localizers face
Lack of space and character limitations. You can only use a specific amount of characters or else, the whole text might not fit in the screen (overflow). You need to use the version of the text, which fits the screen (or speech bubble) even if the longer translated version appears more “natural” or “nicer to look at”. Time limitations or restrictions make a lot of room for error, since the translators priority is to do their work as fast as possible.
At least 3 different types of practices or solutions were discussed that, if implemented, could solve some of the issues and challenges involved in game localization. You get 1 point if you correctly name 1 type of such a practice or solution, as suggested by the interviewees
1. The translators should be able to get the build of the game, in order to know where the translated text will end up (for example: a line of a dialogue, an option off the menu, etc.) and to have a better understanding of how the game mechanics work. (This does heighten the risk of the unreleased game being hacked or pirated).
2. Getting snippets or videos of the game you are translating.
3. Have in-house localizers and openly communicate with them.
Different games differ in the number of elements they can get localised. This depends on the game’s budget, market size, or expected sales. These are known as different “levels” of localisation. You get 2 points if you fill the table below with correct information about the other 3 game localisation levels: naming each level in the first column, and then explaining what characterizes that level
Box and docs |
This strategy involves only translating the text in the box, manual and printed documentation for countries where little revenue is expected or where the original language of the game is widely understood
|
Partial localisation |
The in-game text is translated, but the audio files are left in the original language with subtitles, when time and budgetary constraints may apply. |
Full localisation | Translating all the text and all the audio files, providing a dubbed version in the target language and, occasionally, also intralingual subtitles. |
the author opines that there are four different kinds of socio-cultural issues requiring attention when localising a game for different territories, which may affect the quality and the reception of that game release in a given locale. You get 1 point if you correctly name 1 of those linguacultural factors, according to your reading assignment. BONUS: You get 1 bonus point if you can correctly name 2 of those.
1. Cultural values and expectations.
2. Gaming culture and gameplay expectations
DEFINITION OF THAT JOB |
people who program games (e.g. the programmer behind DISTRAINT) |
people who finance the selling of games (e.g. Ubisoft, EA, Nintendo) |
people who buy and experience the finished games (e.g. you or me) |
NAME OF THAT JOB |
Developers |
Publishers |
Consumers/players |
name and explain one other characteristics of an indie game
Small budget
| Indie games are usually not as expensive to make, because they involve a smaller group of developers. |
“Why is the 2D retro style often used in indie games?”
The retro style helps retain the small budget and reflects financial independence. It embraces the non-conventional game design (as opposed to the mainstream aesthetic).
explain the difference between quantitative and qualitative research methods
1. Quantitative research collects game accessibility data by playing the game. Uses methods like surveys and experiments.
2. Qualitative research collects game accessibility review data, which is written by users. Uses such as interviews and observations, to understand concepts, opinions.
TYPE OF ARGUMENT |
MATTER OF CUSTOMISATION AND UNIVERSAL BENEFIT |
MATTER OF LEGALITY AND LAWS DEMANDING IT |
MATTER OF ECONOMICS AND GETTING CUSTOMERS |
SPECIFIC ARGUMENT ADVOCATING FOR ACCESSIBILITY |
All players benefit from game accessibility – from persons with disabilities, to beginners, younger and older players, and users with various needs and preferences. (not just for people with disabilities) |
It is tied to the rights of persons with disabilities under international and national disability rights law, in particular invoking the Convention on the Rights of Persons with Disabilities (CRPD), which frames accessibility as a legal duty. |
Accessible games reach a wider audience, increasing potential sales and customer satisfaction. |
That game is notable because it offered players over 60 accessibility features. You get 1 point if you correctly name this or another video game notable for offering players a similarly large number of accessibility features.
The Last Of Us Part 2
THE GAME’S SOURCE TEXT |
[avatar name] uses <weapon> with %d arrows left. |
YOUR TARGET TEXT |
[avatar name] naudoja <weapon> su likusiomis (%d) strėlėmis. |
THE GAME’S SOURCE TEXT |
HEADLINE_1= "Memorable concert by {BAND_1}!!!" |
YOUR TARGET TEXT |
HEADLINE_1= „Įsimintinas grupės {BAND_1} koncertas!!!”
|
You weren’t given enough context to deduce what to do about this strange thing.
You also weren’t given access to the game itself to investigate how this strange thing behaves in action. That strange thing (for instance) could be a programming variable, if you aren’t sure what the variable will be replaced by in order to choose the best strategy for your translation (Nawrocka 2019, page 9). You get 1 point if you correctly explain what you should try to do in a situation like this, whenever possible:
Consult the game developer and ask what the variable will be replaced by in order to choose the best strategy for a given instance.
explain the 3 specific roles that game localisation plays in benefiting the gaming industry.
Boosting global sales (localisation makes products accessible to a wider audience, increasing revenue)
Opening new markets (just different cultures)
Expanding franchises (companies encourage players to continue with sequels and future releases)
explain which 5 languages are the bare minimum most frequently selected for game localisation and also correctly provide the acronym used for those 5 languages in the LSP Industry
ACRONYM | LANGUAGE | LANGUAGE | LANGUAGE | LANGUAGE | LANGUAGE |
EFIGS
| English | French | Italian | German | Spanish |
TYPE OF GAMING PLATFORM |
|
SONY’S CONSOLE |
MICROSOFT’S CONSOLE |
NINTENDO’S CONSOLE |
A PERSONAL COMPUTER OPERATING SYSTEM |
A DEVICE OF THAT GAMING PLATFORM |
PlayStation 4 |
Xbox 360 |
Nintendo DS |
Windows OS |
2 popular content-rating organisations that assign age and content warnings to video games. One operates in Europe, another in North America.
PEGI in Europe
ESRB in North America
a practice implemented by game creators and game localisers known as “self-censorship”. You get 1 point if you correctly explain the difference between “self-censorship” and “censorship”
Censorship is conceived as a coercive, external imposition on translation—i.e. directives or explicit norms enforced by authorities (political, regulatory, social) that restrict or alter content. It is a forceful constraint applied from outside. Érudit
Self-censorship / Manipulation (in Zanotti’s framing) is when translators or agents adopt changes voluntarily or adopt “censoring” habits because of internalized norms, pressures, or expectations.
some examples of video games whose local releases had redacted, cut, changed, or “(self-)censored” content. Below, you need to provide 1 specific example of this exact situation happening with a specific video game.
World of Warcraft | China | Skeletons (or skeletal imagery) were banned / removed from localised versions. |
provide 1 example of a game accessibility feature
Narrator function in Minecraft.
DESCRIPTION OF A SPECIFIC DISABILITY |
a person cannot see what is displayed on-screen |
a person only has 1 hand to use a two-handed game-pad |
a person cannot focus on texts due to dyslexia or ADHD |
TYPE OF DISABILITY IT DESCRIBES |
sensorial/visual disability |
motor disability |
cognitive disability |
finish this sentence correctly: “When studying video games or game users, an eye-tracker can be used for…”
recording the eye movement of the participants and obtaining information about their visual attention and reading speed. |
You can find many examples of this occurring online. Translation projects like that often require specialized knowledge or technical skills – e.g. to be able to embed the new translation inside a game’s software without breaking its programming code. This phenomenon can be called…
They moreover publish translations on the Internet for free, allowing others to use them or join in and contribute together to such a shared translation project. This phenomenon can be called…
ROM-hacking; translation-hacking, modding
crowdsourcing; community/collaborative translation
provide one example of a video game whose translation was created unofficially by the game’s fandom, out of passion/hobby, and for free.
Mother 3
give 3 examples of specialized machine translation tools – but NOT generative AI chatbots
1st MACHINE TRANSLATION | 2nd MACHINE TRANSLATION | 3rd MACHINE TRANSLATION |
Google Translate | DeepL | Vilnius University machine translation tool |
give 1 example of a CAT tool
Trados
give 1 example of a country or language that still requires human translators
Lithuanian
The model allows companies to capitalise world-wide on just a single international marketing campaign. Another benefit of switching to sim-ship is that this model minimises international…
Sim-ship is now an established practice. However, it is not without serious implications on the workflow of localisers and the quality of the resulting translations. Under sim-ship, when language professionals start to work on the game localisations, the game software itself is often not yet…
grey imports and piracy
“finished (not playable)”
Arcade gaming originally started as a trend in… | |
A. THE 1970s AMERICA | B. THE 1990s JAPAN |
The focus of arcade gaming at that time was on providing arcade-goers with… | |
A. NARRATED STORIES THROUGH A LOT OF TEXT | B. ENGAGING GAMEPLAY AND LITTLE TEXT TO READ |
Because of that, “game localisation” was… | |
A. BECOMING POPULAR VERY FAST | B. NOT NEEDED YET |
One important and early case of game localisation was “Pac-Man”, which was a game… | |
A. LOCALIZED FROM ITALIAN | B. LOCALIZED FROM JAPANESE |
The game wasn’t originally named “Pac-Man”. Its original name was changed because it… | |
A. SOUNDED TO VULGAR IN ENGLISH (Puck-Man) | B. WAS TRADE-MARKED INTERNATIONALLY |
Arcade gaming originally started as a trend in… | |
A. THE 1970s AMERICA | B. THE 1990s JAPAN |
The focus of arcade gaming at that time was on providing arcade-goers with… | |
A. NARRATED STORIES THROUGH A LOT OF TEXT | B. ENGAGING GAMEPLAY AND LITTLE TEXT TO READ |
Because of that, “game localisation” was… | |
A. BECOMING POPULAR VERY FAST | B. NOT NEEDED YET |
One important and early case of game localisation was “Pac-Man”, which was a game… | |
A. LOCALIZED FROM ITALIAN | B. LOCALIZED FROM JAPANESE |
The game wasn’t originally named “Pac-Man”. Its original name was changed because it… | |
A. SOUNDED TO VULGAR IN ENGLISH (Puck-Man) | B. WAS TRADE-MARKED INTERNATIONALLY |
state all three names and surnames of all three pioneers
NAME AND SURNAME OF THE PIONEER |
(Dr.) Miguel Ángel Bernal-Merino |
Carme Mangiron |
Minako O'Hagan |
The distribution of games around the globe rests on four types of practices: globalisation, internationalisation, localisation, and translation. There are two specific terms that are used to describe the totality of these four practices. One of them is an abbreviation. Another is a conjunction of two words (NOT “sim-ship”). You get 1 point if you can correctly write down either name of the two terms I described.
GILT G-lobalisation I-internalisation L-ocalisation T-ranslation |