*完成訂單後正常情形下約兩周可抵台。 *本賣場提供之資訊僅供參考,以到貨標的為正確資訊。 印行年月:202401*若逾兩年請先於私訊洽詢存貨情況,謝謝。 台灣(台北市)在地出版社,每筆交易均開具統一發票,祝您中獎最高1000萬元。 書名:遊戲本地化-面向全球數字娛樂產業的翻譯-漢文,英文 ISBN:9787544678919 出版社:上海外語教育 著編譯者:美奈子.奧哈根 卡門.曼吉龍 頁數:374 所在地:中國大陸 *此為代購商品 書號:1676504 可大量預訂,請先連絡。 【台灣高等教育出版社簡體書】 遊戲本地化-面向全球數字娛樂產業的翻譯-漢文,英文 787544678919 美奈子.奧哈根 卡門.曼吉龍 內容簡介 本書嘗試在當代翻譯理論的指導下,將遊戲本地化概念化,力圖彌合學術理論與遊戲本地化商業實踐之間存在的鴻溝,滿足行業對翻譯人員和本地化人員進行系統培訓的實際需求,同時激發學界對該領域的研究興趣。 遊戲本地化是一個動態的領域,由現代技術驅動、市場需求引導,並受遊戲流行話語的影響。技術進步使本地化和視聽翻譯的邊界不斷受到侵蝕,日益模糊並正在慢慢融合。視頻遊戲本地化的實踐就是最好的例證,這種現象值得學界更多關注。在網路時代,讀者可以從互聯網上找到很多遊戲本地化的學習資源,但是網上信息的質量參差不齊,要在浩瀚的互聯網中找到可靠的專業資料,並高效地解決本地化培訓相關的問題並非易事。而且,長期以來,與遊戲本地化相關的話題在學術界通常處在翻譯研究的邊緣。所以,作者認為有必要撰寫一部研究遊戲本地化的著作,讓更多人了解遊戲本地化的全貌,包括遊戲本地化發展概況,它如何成為全球視頻遊戲行業的重要組成部分,以及如何更好地教授學生這種技術和藝術,以期將遊戲本地化引人翻譯學的主流話語體系之中。 本書借鑒了大量遊戲研究和翻譯研究領域的文獻,以視頻遊戲本地化為出發點,分析技術發展對本地化翻譯的影響,探索翻譯研究的新視野。作者使用本地化實踐中具有代表性的數十個示例,同時結合大量的圖表和插圖,共同呈現這個極具發展潛力領域的主要話題,努力在翻譯理論和翻譯實踐層面保持平衡,以便與學界和業界的目標讀者建立關聯。作者希望促進翻譯領域與遊戲領域更多的交叉研究,推動遊戲本地化最佳實踐的發展。本書主要的讀者對象是翻譯學者、遊戲本地化從業者及遊戲研究領域對數字娛樂產業的國際化感興趣的人員。目錄 Figures and tablesAcknowledgements About this book Aim and structure of the book Target readers Conventions used in this book Glossary Prologue Introduction Rationale Context An overview of translation studies research trajectoriesin game localization General trends in game localization research Key research areas Approach CHAPTER 1 The video game and translation Introduction 1 1 A historical sketch of video game localization 1 1 1 Early days:Before the mid-1980s 1 1 2 Growth phase:The mid-1980s to mid-1990s 1 1 3 Development phase:The mid-to late 1990s 1 1 4 Maturing phase:Early 2000 to 2005 1 1 5 Advancing phase:2005 to the present 1 2 Video games:Domain,terminology and characteristics 1 2 1 Key terminology:Video game vs computer game 1 2 2 Defining a video game 1 2 3 Game genres 1 2 4 Video games as transmedia 1 2 5 Video game theory:Narative theory versus play theory 1 3 The structure of the video game industry CHAPTER 2 The localization paradigm:Localization versus translation Introduction 2 1 Software localization defined by practice:Internationalization 2 2 New dimensions of localization 2 2 1 Cultural representations and adaptation requiredin software localization 2 2 2 Localization facilitated by technology 2 3 Localization in Translation Studies 2 4 Game localization or game translation? 2 5 An absence of agency in localization speak CHAPTER 3 Game localization:A practical dimension Introduction 3 1 Video games and GILT:Localization-friendly game development 3 2 Game localization models 3 2 1 Outsourcing model 3 2 2 In-house model 3 3 Game assets requiring localization 3 3 1 In-game text 3 3 2 Art assets 3 3 3 Audio and cinematic assets 3 3 4 Printed materials 3 4 The localization process 3 4 1 Pre-localization 3 4 2 Translation 3-4 3 Editing 3 4 4 Recording 3 4 5 Post-localization 3 4 6 Submission of release candidate version 3 4 7 Production and distribution 3 4 8 Game localization scenario 3 5 Levels of localization 3 6 Tools used in game translation CHAPTER 4 Translating video games:New vistas for transcreation Introduction 4 1 Game text taxonomy and text function 4 1 1 Game text:Play and narrative dimensions 4 1 2 Game text taxonomy and translation 4 2 Translation strategies applied in game localization 4 2 1 Translation strategies for pragmatic translation problems 4 2 2 Translation strategies for interlingual translation problems 4 3 A brief case study of Square Enix 4 3 1 Overview 4 3 2 Examples of innovation and appropriation of translation 4 4 The translator as a creative agent:Game localization as transcreation 4 4 1 Internal knowledge versus external knowledgeas professional norms versus expectancy norms 4 4 2 Translator's agency and transcreation CHAPTER 5 Cultural contexts of game production:Patronage and rewritingin the digital age Introduction 5 1 Video games as cultural products 5 1 1 Game culture:Japan versus the US 5 1 2 Cultural content in games and cultural localization 5 2 Cultural adjustments 5 2 1 Mandatory requirements for change 5 2 2 Market-driven adjustments:Market relevance and preferences 5 3 Culture of game production:Power game 5 4 Game localization as rewriting CHAPTER 6 Pedagogical issues in training game localizers Introduction 6 1 Game localization as an emerging professional translation activity 6 2 Training future game localizers 6 2 1 Game localizers competence 6 2 2 Course design 6 2 3 Assessment 6 3 Teaching materials and human resources 6 3 1 The eCoLoMedia game localization course 6 4 Pedagogy in game localization:A vocational or an academic focus? CHAPTER 7 Game loca 詳細資料或其他書籍請至台灣高等教育出版社查詢,查後請於PChome商店街私訊告知ISBN或書號,我們即儘速上架。 |