CHOOSING TRANSLATION TECHNIQUES FOR VIDEO GAMES LOCALIZATION

Aim. On the example of the video game “Half-Life 2” to identify the linguistic difficulties faced by the translator in the process of computer games localization. Methodology. The author has analyzed the original English text of the video game “Half-Life 2” (running time – 6 hours 12 minutes) and its two localized Russian versions (total running time – 12 hours 24 minutes). The following methods were used: contextual analysis; comparative method; pre-translation analysis; semantic analysis. Result. Based on the results of the study, it has been concluded that the localized Russian versions (from Valve and Buka companies) contain incorrect translation solutions. The examples of such solutions are given, inaccuracies are analyzed. The ratio of successful and unsuccessful translation solutions in Russian versions is graphically presented. Research implications. The results of the study can be used by translators in choosing the most effective strategies for adapting the content to the mentality of players representing different countries and nationalities.

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Publication Details

Journal
Bulletin of the Moscow State Regional University
Published
2024-10-04
DOI
https://doi.org/10.18384/2224-0209-2024-3-1503
Citations
1
Primary Topic
Video Analysis and Summarization
Type
article
Field-Weighted Citation Impact
0.25
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article

CHOOSING TRANSLATION TECHNIQUES FOR VIDEO GAMES LOCALIZATION

Inna Vladimirovna Borisova
1 citations
Bulletin of the Moscow State Regional University
Video Analysis and Summarization
0.25
article

CHOOSING TRANSLATION TECHNIQUES FOR VIDEO GAMES LOCALIZATION

Inna Vladimirovna Borisova
article en
1 citations

Abstract

Aim. On the example of the video game “Half-Life 2” to identify the linguistic difficulties faced by the translator in the process of computer games localization. Methodology. The author has analyzed the original English text of the video game “Half-Life 2” (running time – 6 hours 12 minutes) and its two localized Russian versions (total running time – 12 hours 24 minutes). The following methods were used: contextual analysis; comparative method; pre-translation analysis; semantic analysis. Result. Based on the results of the study, it has been concluded that the localized Russian versions (from Valve and Buka companies) contain incorrect translation solutions. The examples of such solutions are given, inaccuracies are analyzed. The ratio of successful and unsuccessful translation solutions in Russian versions is graphically presented. Research implications. The results of the study can be used by translators in choosing the most effective strategies for adapting the content to the mentality of players representing different countries and nationalities.

Bulletin of the Moscow State Regional University(3)
Financial University (RU), Moscow City University (RU)
Openalex Percentile: Top 41%
Video Analysis and Summarization
0.25
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