Methodology of semantic errors and inaccuracies analysis in linguistic localization of text content of videogames
Автор: Sidorovich T.S., Korolenko D.D.
Журнал: Artium Magister @artium
Рубрика: Технологии обучения и развития
Статья в выпуске: 3 т.24, 2024 года.
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Nowadays, linguistic localization plays one of the most important roles in the field of video game translation. One of the most difficult issues is determining the boundaries of localization in view of the crossdisciplinarity of this sphere. The complexity of localization lies in the fact that this process is subject to multifaceted division into parts, which in turn includes a huge number of spheres and styles. A lot of scientists and specialists argue that this field is a separate discipline with its own technologies, tools, skills, structure, and methods. However, upon detailed analysis and delving into this concept, it becomes obvious that localization is a process in which the translator uses absolutely all their skills and abilities, because localization includes a huge number of substyles and intercultural versatility. It is extremely important and necessary for a localizer to understand many areas and concepts, namely: cultural code, ethnic groups, interface, dates, etc. The linguistic localization process also includes adapting currency symbols, date formats, addresses, numbers, choosing palettes and color schemes, and revising the physical structure of the product. The purpose of the article is to study the linguistic localization of the video game Assassin’s Creed II from English into Russian. The paper focuses on the semantic errors and inaccuracies in the translation of monologues, dialogues, and text inserts. Possible causes of errors are considered, and options for correcting them are proposed.
Localization, videogame content translation, plot, dialogues between characters, semantic errors and inaccuracies, adequate translation
Короткий адрес: https://sciup.org/149146514
IDR: 149146514