捷克共和国的电子游戏翻译——从民间翻译时代到专业翻译时代外文翻译资料

 2022-12-23 02:12

Jiřiacute;, P.Video Game Translation in the Czech Republic - - from fan era to professionalism. Masaryk University,2011:3

Foreword

From the pastime of bespectacled nerds, video games have over the last four decades developed into a mass entertainment enjoyed by people of both genders and all ages. An oft-quoted piece of data poses the video game industry against the film industry which is traditionally seen as the largest segment of the entertainment industry – however with $33 billion in game sales world-wide in 2010 (Mazel 2011a), the game industry actually surpasses the film industryrsquo;s $31.81 billion (Frankel 2011). But while film studies have long been a part of curricula, academia still have to catch up with video games. Game studies are a fledgling field of scientific interest, still struggling through their infant phases, but slowly establishing themselves on universities around the world. Video games, of course, are an interesting object of study not only for media scientists or sociologist, but even for the student of translation – we are, after all, talking about a huge world-wide industry that localizes its products to many world languages. Still, translation studies have been slow to notice this new phenomenon. The first studies on this topic have been published merely some ~5 years ago, and remain a field of interest only for a limited circle of academicians. We are still in the very beginnings and a lot remains to be learned about translations of video games.

At first glance, game translation might simply seem as a subset of software localization, which already is well known and well described in the field of translations studies. But this perception could not be farther from truth – while video games are indeed software, in the sense that they do require a computer or a console or a smart-phone to run, this is where the similarity ends. There are many differences that will be described in detail later, but for now let it simply be said that comparing translations of games to translations of general software is like comparing translations of Vladimir Nabokovrsquo;s novels to translations of wash-machine manuals. “Another difference between game and software localization lies in the fact that whilst functionality has been the key priority in the software localization paradigm, in a game this functionality must be achieved with a high degree of creativity and originality. (...) This is because the main purpose of a game is to entertain the user, whereas the utilitarian dimension is the goal of business software.” (Mangiron and Orsquo;Hagan 2006). This misperception is perhaps the reason why academicians dealing with game translation have for the most part focused on the texts themselves, advocating their unique stance as a separate type of translation. A large part of the available texts on game translation describes the specific challenges and other characteristics that differentiate video games from other forms of translation (see for example Bernal Merino 2007). The other main line of discourse examines the need for and the use of creativity in video-game translation, and concepts like cultural domestication or style (see for example Mangiron and Orsquo;Hagan 2006 or Di Marco 2007). The scope of this thesis will however be slightly different – I would like to lsquo;zoom outrsquo; of the texts themselves and focus on the industry as a whole, the people and the communities involved in video-game translation. To make this task a little less daunting, I will limit myself on the specific case of the Czech Republic. There is a reason for the choice of the Czech Republic aside of the fact that it is my native environment. Czech Republic, as a marginal market of little import for foreign distributors, has had a very lively lsquo;fan scenersquo; of amateurs organizing themselves over the Internet and translating games for lsquo;freersquo; where the official publishing chains did not provide Czech versions of their favorite games. The fan enthusiasm has occasionally reached stunning heights, as evidenced by huge projects like the translation of Baldurrsquo;s Gate II (2000), where dozens of fans joined their efforts to translate a game spanning over 3200 pages of text.

The presence of a fan scene allows us not only to study video game translation in general, but also to take a closer look at fan game translations in comparison to professional game translations, and examine their mutual interplay or differences. The case of the Czech Republic is made even more interesting by the fact that the local professional scene has in fact gradually evolved from the fan community. What began in late 1990s as a hobby of amateur translators lacking any formal training, continued through 2000s with them forming professional teams. Not only this is an interesting thing to study, itrsquo;s also an exciting story to read.

The goal of this thesis is therefore to provide a complex description of how video games have been translated in the Czech Republic. While it is a story on a single country, it is also a story about video game translation and fan translation in general, and I believe it might very well provide some valuable insights for translation studies. The limited scope may actually be of benefit, for it allows us to go into closer detail than what would be possible in a world-wide environment.

1.1 Thesis Structure

Disregarding this foreword, the thesis is structured as follows. The chapters begin with a general focus but get gradually more specific as the text progresses.

Chapter 2 introduces the reader to translation of video games. Following some basic characteristics of the game localization industry, it explains the terminology used in this thesis and also sets game translation in the context of game industry as a whole. Where the previous chapter has been more general.

Chapter 3 deals specifically with the Czech Republic and provides an exhausting history of the development o

剩余内容已隐藏,支付完成后下载完整资料


Jiřiacute;, P.Video Game Translation in the Czech Republic - - from fan era to professionalism. Masaryk University,2011:3

译文:

捷克共和国的电子游戏翻译——从民间翻译时代到专业翻译时代

前言:

过去的四年中,电子游戏已经从书呆子的无聊消遣逐渐变成了男女老少皆宜的大众娱乐方式。一份常被引用的数据显示,通常被认为是最大的娱乐产业的影视业,已经被游戏产业超过了——2010年全球游戏的销售额为330亿美元,超过了电影行业的318.1亿美元的销售额。但是电影研究已经成了学术研究的常客,而对游戏的研究,学术界还在追赶当中。游戏研究仍是科学兴趣的处女地,正处于萌芽阶段,但已经在世界各地的高校当中崭露头角。

显而易见,电子游戏不仅成了媒体科学家或是社会学家的有趣的研究对象,甚至对于学习翻译的学生,也产生了较大的兴趣。毕竟,这是一个巨大的全球范围的产业,它正将自己置身于世界上的各种语言环境中。而翻译研究却迟于意识到这一新现象,第一份关于这一话题的研究在五年前才刚刚发表,只引起了极其有限的学术人士的关注。对于电子游戏翻译的研究,我们才刚刚开始,任重而道远。

乍一看,游戏翻译可能只是简单的软件本地化的一个子集,这在翻译领域已是众所周知。而真相却与这一观点大相径庭——虽然电子游戏确实是软件的一种,它们都需要在电脑或是智能手机或是控制台一类的平台上运行,但其共同点也仅限于此。稍后我们将探讨很多其中的异同,而现在,简单地说,将游戏的翻译和软件的翻译相提并论,就像将翻译弗拉基米尔·纳博科夫的小说和翻译洗衣机使用手册相提并论一样。

“游戏本地化和软件本地化的另一大不同,在于实用性已经成了软件本地化范例当中的重中之重,而对于游戏的本地化,这种实用性需要很高程度的创造力和独创性才能实现。(hellip;hellip;)这是因为游戏的主要目的是取悦玩家,而商业软件的目标却大多是功利方面的。”((Mangiron and Orsquo;Hagan 2006)

之所以学者们在处理游戏翻译时将大部分的精力都集中在文本上,提倡他们特有的立场,将其作为一个独立的翻译类型,大概就是因为这种误解吧。游戏翻译中大部分可以翻译的文本都表现出电子游戏不同于其他形式的翻译(见Bernal Merino于2007年所举例)。在其他一些论述的主线中也表现出了在电子游戏翻译中对创造力的需要和运用,以及其他的一些概念,例如文化归化或风格。(见Mangiron与Orsquo;Hagan于2006年及Di Marco于2007年所举例)在本文所及范围内会稍有不同——我倾向于

“缩小”文本本身,集中在整个产业上,以及与电子游戏翻译相关的人员或团体。为了不是这个任务显得那么艰巨,我不会举太多捷克国内的特殊案例。

之所以选择捷克共和国内的事实作为案例,是因为这里是我土生土长的环境,我对我的祖国十分熟稔。捷克,作为国外分销商的小规模进口的边缘市场,这里的业余爱好者有着生机勃勃的“爱好者情结”,官方的游戏发布链接上往往没有为玩家提供捷克语的版本,热衷于这些游戏的爱好者就会去互联网上无偿地提供游戏翻译。爱好者的热情偶然间就达到了前所未有的高涨程度,在一些大型的项目中——比如对于游戏Baldurs Gate II(2000)的翻译,就有几十名游戏爱好者加入·,翻译了长达3200页的游戏文本。

这种爱好者情结的存在,使我们不仅可以学习电子游戏翻译,而且可以将民间爱好者的游戏翻译同专业游戏翻译进行近距离的比较,并观察它们的相互作用和异同。捷克案例更有趣的事实是,当地的职业译者其实是逐渐从业余爱好者演变而来。成型于上世纪90年代后期的业余爱好翻译者团体,缺乏正规的培训,2000年之后才形成专业团队。这不仅是一个有趣的研究,也是一个激动人心的故事。因此,本文的目的是提供一个复杂的描述,捷克的电子游戏是如何翻译的。虽然它是一个国家的故事,它还是一个关于电子游戏翻译和民间爱好者翻译的故事,我相信这很有可能为翻译研究提供一些有价值的见解。事实上,小范围的研究可能更有利于我们进行近距离的观察,观察在世界范围内看得不那么清晰的具体情况。

1.1论文的结构:

本文除引言外,结构如下。这些章节从一开始随着文本的延伸,广泛关注,逐渐深入具体。

  1. 介绍了读者对电子游戏的翻译。然后是一些游戏本地化行业的基本特点,它解释了本文使用的术语,并设置游戏翻译的背景下游戏产业作为一个整体。在前面的章节作总括
  2. 专门讲解在捷克共和国国内,游戏翻译颇具艰辛的发展历史。正是这一章描述了过去的游戏翻译是如何逐步走向职业化的。

第4章是一个更为技术化的章节,进一步详细的检查游戏翻译项目的实际过程,从它的概念到翻译游戏的市场发布点。分别描述并比较了民间爱好者的翻译与专业翻译。本章还详细解释了电子游戏翻译行业发展过程中会遇到的挑战及一些具体细节。

bull;第5章杂项。本章重点介绍了几个非常具体的点,我在研究论文时所产生的兴趣,如法律问题或翻译质量问题等。

这篇论文是用笔者肤浅的假设来写的,是一篇关于现代电子游戏的概念和文本翻译的文章。以防万一,让我先在此声明,文章中可能需要涉及翻译电影字幕,小说中的对话,诗歌,百科,文本,汽车发动机的技术描述等。

第4.44章会提供更详细的说明。

1.2方法

到目前为止,要克服的最大挑战是话题来源的缺乏。虽然有相当多游戏翻译主题的学术文章,但正如我所料,仍没有一篇来自捷克的大环境。它们确实提供了有价值的参考,但对本地翻译的研究,我们有必要在别处获得。我们可以在互联网上找到一些次要来源,新闻文章、讨论甚至一些与具体翻译直接相关的元文本项目。但我们发现这些文章,非常缺乏细节,他们关注的都是一些次要的问题。最后,本文围绕个人访谈的主要人物,探讨了游戏本地化翻译的场景。我已经确定了几个人,我认为的最重要或最了解捷克游戏翻译的,联系了他们,并试图安排见面。我的目标不是获得一个有代表性的样本,译者或做定量研究,而是试图找到一些,可供选择的最有价值的见解,比如:

bull;专业人士,我从本地出版公司接触本地化经理,亲身经历翻译项目者优先。

bull;业余爱好者,我试图联系经理或大型项目的组织者,如上述的Baldurrsquo;s Gate II的翻译组织者。接近组织者这些人是最好的理解文件和翻译的逻辑的方法。甚至伴随翻译本身的思想,沿着同样的逻辑,我选择的业余爱好者都有做过大型翻译项目的经验。在一个翻译团队,我试图安排一个个人会议,但由于距离问题,许多会议必须通过Skype互联网电话,进行多边会谈,经过一两个小时,休息一段时间,再通过Skype,持续了几个小时。这些访谈都记录下来,但不会出版,因为我们签订了不会公开的协议。

可能有些翻译学者已经注意到,外行人可能很难进入到电子游戏翻译领域。如何找到具有良好的翻译技巧和电子游戏内行知识的译者,一直是我们持续探讨的一个议题。在培训电子游戏行业的翻译时,Miguel Bernal Merino(2008)曾提出大学没有融入到蓬勃发展的新媒体环境,并提出了一个教育计划,将获得学生熟悉基本特征、挑战、规范甚至语言

视频游戏翻译注册。他总结说:“大学有翻译学位计划应开始提供模块在这一领域的专业化,以满足行业需要,适当培训的毕业生。

但与此同时,大学正在考虑如何做,游戏场景。事实上,世界各地的游戏玩家已经组织自己制作他们最喜欢的游戏的翻译。美奈子奥黑根一直学习的业余爱好者团体及注意事项,

然而这是远远不够的,业余民间翻译缺乏正式的培训,“由于该项任务涉及的专业知识较多,专业性比较强,一些游戏玩家在没有正式训练或规定的情况下就接下了任务,提供相应的技术支持。他们必要有必要学习与翻译相关的知识和技巧。

通过玩家技能和翻译智囊团的在线协作,游戏社区创建了自己游戏以外的比赛和广泛的研究。在捷克共和国,早在专业本地化公司提供出游戏的本地化版本之前,业余爱好者们就已经提供了几十个免费的翻译游戏版本。事实上,当游戏发行商最终开始建立他们的本地化团队,他们决定聘请未受过训练的业余爱好者而不是受过正式培训的翻译人员或缺乏专业电子游戏知识的语言学家。一直持续到今天,当我向当地本地化经理问及他们的团队成员有多少受过正式的本地化教育或是具有其他翻译经验的,他们并不能给出肯定的答案。

剩余内容已隐藏,支付完成后下载完整资料


资料编号:[28555],资料为PDF文档或Word文档,PDF文档可免费转换为Word

您需要先支付 30元 才能查看全部内容!立即支付

课题毕业论文、文献综述、任务书、外文翻译、程序设计、图纸设计等资料可联系客服协助查找。