scholarly journals Let the Game Begin: Ergodic as an Approach for Video Game Translation

2016 ◽  
Vol 9 (2) ◽  
pp. 107
Author(s):  
SF. Lukfianka Sanjaya Purnama ◽  
SF. Luthfie Arguby Purnomo ◽  
Dyah Nugrahani

This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Mortal Kombat: Unchained, and Konami’s Metal Gear Solid, ergodic based approach for video game translation is formulated. The formulation signifies that ergodic, as an approach for video game translation, revolves around the treatment of video games as a cybertext from which scriptons, textons, and traversal functions as the configurative mechanism influence the selection of translation strategies and the transferability of variables and traversal function, game aesthetics, and ludus and narrative of the games. The challenges countered when treating video games as a cybertext are the necessities for the translators to convey anamorphosis, mechanical and narrative hidden meaning of the analyzed frame, to consider the textonomy of the games, and at the same time to concern on GILT (Globalization, Internationalization, Localization, and Translation).KeywordsErgodic ; Translation Approach; Video Game Translation ; Textonomy; Anamorphosis

2016 ◽  
Vol 9 (2) ◽  
pp. 107
Author(s):  
SF. Lukfianka Sanjaya Purnama ◽  
SF. Luthfie Arguby Purnomo ◽  
Dyah Nugrahani

This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Mortal Kombat: Unchained, and Konami’s Metal Gear Solid, ergodic based approach for video game translation is formulated. The formulation signifies that ergodic, as an approach for video game translation, revolves around the treatment of video games as a cybertext from which scriptons, textons, and traversal functions as the configurative mechanism influence the selection of translation strategies and the transferability of variables and traversal function, game aesthetics, and ludus and narrative of the games. The challenges countered when treating video games as a cybertext are the necessities for the translators to convey anamorphosis, mechanical and narrative hidden meaning of the analyzed frame, to consider the textonomy of the games, and at the same time to concern on GILT (Globalization, Internationalization, Localization, and Translation).KeywordsErgodic ; Translation Approach; Video Game Translation ; Textonomy; Anamorphosis


2017 ◽  
Vol 9 (2) ◽  
pp. 107
Author(s):  
Sf. Lukfianka Sanjaya Purnama, Sf. Luthfie Arguby Purnomo, Dyah Nugrahani ◽  
SF. Luthfie Arguby Purnomo ◽  
Dyah Nugrahani

This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Mortal Kombat: Unchained, and Konami’s Metal Gear Solid, ergodic based approach for video game translation is formulated. The formulation signifies that ergodic, as an approach for video game translation, revolves around the treatment of video games as a cybertext from which scriptons, textons, and traversal functions as the configurative mechanism influence the selection of translation strategies and the transferability of variables and traversal function, game aesthetics, and ludus and narrative of the games. The challenges countered when treating video games as a cybertext are the necessities for the translators to convey anamorphosis, mechanical and narrative hidden meaning of the analyzed frame, to consider the textonomy of the games, and at the same time to concern on GILT (Globalization, Internationalization, Localization, and Translation).


2018 ◽  
Vol 63 (1) ◽  
pp. 47-62
Author(s):  
Anjad A. Mahasneh ◽  
Maysa’ Taher Abu Kishek

AbstractVideo games have been a new and attractive type of entertainment in the Arab world ever since the emergence of computers, and they are still of interest to young Arabs today. Video game localization movements have set out to translate, and sometimes adopt, video games into several languages and settings. Nevertheless, localization into Arabic is still very recent. In this paper, an analysis of translation activities of video game Tomb Raider™ (2013) is made in order to investigate the extent to which the translation of some selected linguistic assets in the aforementioned video game can be considered to incorporate what the notion of localization truly suggests. Moreover, this study attempts to define and evaluate the use of some deferent-perspective translation strategies as tools for assessing the scope of the translation and its target.


2013 ◽  
Vol 2013 ◽  
pp. 1-9 ◽  
Author(s):  
Sylvianne Pilon ◽  
Diane-Gabrielle Tremblay

The aim of our research was to examine how clusters appear and develop in the video game sector. We thus did a comparative study of the video games cluster in Montreal and Los Angeles. This paper shows that concentration of human creativity in arts and in technology is a significant economic localization factor, but cross-fertilization of sectors and public policy also contributes to the understanding of the emergence of clusters in certain urban regions. Thus, political and industrial factors offer an explanation as to why clusters emerge and how they evolve, going beyond the purely geographic or economic factors. In LA as in Montreal, the cross-fertilization with film is important. However, in Montreal, it is the public policy contributing to financing jobs in the Multimedia City and the French language that brought Ubisoft to the city; this contributed to make the city well known in the field, creating a “brand” for the city and thus fuelling the cluster development.


2016 ◽  
Vol 3 (1) ◽  
pp. 61-73 ◽  
Author(s):  
Hamid Sharifi

Garshasp: Temple of the Dragon (2012) is a 3D, 3rd person action-adventure hack ‘n’ slash indie game developed by Dead Mage for English gamers and Fanafzar Sharif for local use. It was one of the early Persian forerunners to be majorly localized and distributed throughout the English community. It takes a mythology that westerners are probably not familiar with and presents it in a third person action setting that most audiences can understand (MetaCritic 2012). This and more is what Garshasp offers from its home country demonstrated through its lovely art design, pompous music, and a great narrator (GameSpot 2012). The present research investigates the norms governing the ‘language’ of Garshasp: Temple of the Dragon; a prequel to its 2011 Garshasp: The Monster Slayer. Toury (1978/2000) proposed various categories of norms among which ‘initial norms’ is our concern. These norms represents the side translators subject themselves to; source (adequacy) or target (acceptability). In other words, the initial norm refers to “the translator’s (conscious or unconscious) choice as to the main objective of his translation, the objective which governs all decisions made during the translation process” (van Leuven- Zwart 1989, 154). Van Leuven-Zwart (1989) also contents that, as is the case with most other norms, the initial norm is not directly observable, but may be inferred by identifying the shifts contained in target text. Using Toury’s categorization (1978/2000) and a modified Vinay and Darbelnet’s model (1958/1995), we found that the language of the video game under study tends to be more acceptable than adequate.


2004 ◽  
Vol 15 (2) ◽  
pp. 45-61 ◽  
Author(s):  
Michaela Wolf

Abstract For Stephen Greenblatt, cultures are “inherently unstable, mediatory modes of fashioning experience,” and it is only through the imaginary order of exclusion that a culture can be simulated as a stable entity. Greenblatt calls such an exclusion “blockage,” a phenomenon that occurs constantly, thereby preventing the collapse of cultural identity. What does this mean for translation practice, where such “blockages,” i.e., textual manipulation or re-writing, can be regarded as constitutive elements of the translation process? This paper examines the question in the particular context of translation practice in the late Habsburg Monarchy. The paper will analyse the different agents which underlie the selection mechanisms–or “exclusion procedures”–in translation and will explore the phenomenon of censorship from both a metaphorical and systemic point of view. The agents involved in the selection of texts to be translated as well as in the selection of translation strategies are manifold and are all interwoven. The selection of texts automatically represents a filter for the analysis of a certain period and is, therefore, a key agent in the reception process. Other important agents are patrons, who are often themselves translators and vital representatives of cultural mediation, as well as translators from various backgrounds, involved to varying degrees in contemporary cultural discourse. Finally, the role of editors, publishers and reviewers as main filters of representations of the cultural Other in a particular culture will be considered. Greenblatt’s model of “cultural blockage” will be examined against this background. Its applicability and limits will be discussed in the context of translation where the issue of the representation of the Other is of paramount importance and where “blockage” definitely illustrates the recognition of cultural distance.


2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


2014 ◽  
Vol 7 (2) ◽  
pp. 198-212 ◽  
Author(s):  
Dana Cocargeanu

Romanian children's literature, particularly translations for children, has rather low visibility in international children's literature scholarship, and translations of Beatrix Potter have not been extensively researched, either. This article contributes to filling these gaps by exploring the challenges involved in the recent publication of the first licensed Romanian edition of Beatrix Potter and the strategies employed to solve them. It identifies extra-textual challenges, related to the possibility of publishing Potter, the licensing process, the selection of particular tales and book formats for publication, and marketing strategies; and textual challenges, arising from Potter's writing style, the interdependence between visual and verbal aspects in her tales, their cultural specificity and read-aloud qualities. It also discusses the roles of the British and Romanian publishers in the publishing process and relates the translation strategies visible in the texts to the translator's apparently divided responsibility towards Potter and the Romanian audience, her conceptions of children and children's literature, and the Romanian literary tradition.


Author(s):  
Muhammad Ghifari Arfananda ◽  
◽  
Surya Michrandi Nasution ◽  
Casi Setianingsih ◽  
◽  
...  

The rapid development of information and technology, the city of Bandung tourism has also increased. However, tourists who visit the city of Bandung have problems with a limited time when visiting Bandung tourist attractions. Traffic congestion, distance, and the number of tourist destinations are the problems for tourists travel. The optimal route selection is the solution for those problems. Congestion and distance data are processed using the Simple Additive Weighting (SAW) method. Route selection uses the Floyd-Warshall Algorithm. In this study, the selection of the best route gets the smallest weight with a value of 5.127 from the Algorithm process. Based on testing, from two to five tourist attractions get an average calculation time of 3 to 5 seconds. This application is expected to provide optimal solutions for tourists in the selection of tourist travel routes.


2019 ◽  
Author(s):  
David Zendle

Loot boxes are items in video games that may be paid for with real-world money, but which contain randomised contents. There is a reliable correlation between loot box spending and problem gambling severity: The more money gamers spend on loot boxes, the more severe their problem gambling tends to be. However, it is unclear whether this link represents a case in which loot box spending causes problem gambling; a case in which the gambling-like nature of loot boxes cause problem gamblers to spend more money; or whether it simply represents a case in which there is a general dysregulation in in-game spending amongst problem gamblers, nonspecific to loot boxes.The multiplayer video game Heroes of the Storm recently removed loot boxes. In order to better understand links between loot boxes and problem gambling, we conducted an analysis of players of Heroes of the Storm (n=112) both before and after the removal of loot boxes.There were a complex pattern of results. In general, when loot boxes were removed from Heroes of the Storm, problem gamblers appeared to spend significantly less money in-game in contrast to other groups. These results suggest that the presence of loot boxes in a game may lead to problem gamblers spending more money in-game. It therefore seems possible that links between loot box spending and problem gambling are not due to a general dysregulation in in-game spending amongst problem gamblers, but rather are to do with specific features of loot boxes themselves.


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