INTERNAL ORGANIZATION OF DISCOURSE AND TRANSLATION (BASED ON VIDEO GAME CONTENT MATERIAL)

A considerable number of neologisms have appeared in online discourse. Since the general globalization of the world makes it necessary to translate information, journalists and philologists face the problem of adequate equivalents of neologisms. Video games are popular content among people. However, scholars hardly pay attention to the translation of the content, which is done by amateurs, leading to a significant number of errors and inaccuracies. Translation, especially the localization of media products, including video games, is painstaking. There is a problem of correct adaptation of proper names, locations, and other realities. Difficulties with correct translation arise when it comes to fantasy characters, fictional cities, planets, etc. Until 2022, most publishers included Ukraine in the CIS countries, where the Russian language is predominantly used. However, during the three years of war, the number of active video game accounts that chose Ukrainian as their primary language almost tripled, which indicates a consolidated massive shift of consumers to using video games with Ukrainian translation. Studios have announced the localization of games or services of their own production. Unfortunately, Ukrainian localization teams have little experience in translating the products, which leads to the release of controversial translation and localization options. What is needed is a government program to encourage developers to translate games into the state language; financial support and involvement of Ukrainian and foreign businesses; a clear set of rules and guidelines, high-quality editing and moderation of translations, the creation of certain unifications; improved communication between the content producer and the translator or localizer.

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Publication Details

Published
2025-01-01
DOI
https://doi.org/10.32782/2412-933x/2025-xxiii-20
Primary Topic
Translation Studies and Practices
Type
article
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article

INTERNAL ORGANIZATION OF DISCOURSE AND TRANSLATION (BASED ON VIDEO GAME CONTENT MATERIAL)

A. Nazarov, Nataliya CHEPELYUK, Inna ROHALSKA-YAKUBOVA
Translation Studies and Practices
article

INTERNAL ORGANIZATION OF DISCOURSE AND TRANSLATION (BASED ON VIDEO GAME CONTENT MATERIAL)

A. Nazarov, Nataliya CHEPELYUK, Inna ROHALSKA-YAKUBOVA
article en

Abstract

A considerable number of neologisms have appeared in online discourse. Since the general globalization of the world makes it necessary to translate information, journalists and philologists face the problem of adequate equivalents of neologisms. Video games are popular content among people. However, scholars hardly pay attention to the translation of the content, which is done by amateurs, leading to a significant number of errors and inaccuracies. Translation, especially the localization of media products, including video games, is painstaking. There is a problem of correct adaptation of proper names, locations, and other realities. Difficulties with correct translation arise when it comes to fantasy characters, fictional cities, planets, etc. Until 2022, most publishers included Ukraine in the CIS countries, where the Russian language is predominantly used. However, during the three years of war, the number of active video game accounts that chose Ukrainian as their primary language almost tripled, which indicates a consolidated massive shift of consumers to using video games with Ukrainian translation. Studios have announced the localization of games or services of their own production. Unfortunately, Ukrainian localization teams have little experience in translating the products, which leads to the release of controversial translation and localization options. What is needed is a government program to encourage developers to translate games into the state language; financial support and involvement of Ukrainian and foreign businesses; a clear set of rules and guidelines, high-quality editing and moderation of translations, the creation of certain unifications; improved communication between the content producer and the translator or localizer.

(23)
Openalex Percentile: Top 93%
Translation Studies and Practices
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INTERNAL ORGANIZATION OF DISCOURSE AND TRANSLATION (BASED ON VIDEO GAME CONTENT MATERIAL) — A. Nazarov, Nataliya CHEPELYUK, et al. · (2025) | TGRS Research Map | TGRS