Dergiler / transLogos Translation Studies Journal / 2020 / Cilt: 3 - Sayı: 2

Volunteer vs. Professional Community Translation in Video Game Localization: The Case of the Steam Translation Server in Turkish

Sayfa
1–22
Yayın Tarihi
2020-12-31
DOI
—
🏛️Bu makalenin bibliyografik verileri ve tam metin bağlantısı DergiPark üzerinden sağlanmıştır.
DergiPark Kaydı ↗
✨

Yapay Zeka Hızlı Bakış & Çıkarımlar

AI Insight
⚡ TL;DR(1 Cümlede Hızlı Çıkarım)

The findings thus suggest that theories of community translation need to take more account of both common and distinguishing features of online communities and offer new categorizations for blended community structures.

📌 3 Maddede Bu Makale

🎯
Amaç & Hipotez:In the last two decades, audiovisual translation has come to be employed in an ever-widening range of contexts and media, an expansion which has been more or less reflected in research.
📊
Temel Bulgular & Veri:Meanwhile, video game localization and the volunteer translation communities responsible for it have become popular research topics around the world.
💡
Sonuç & Katkı:The findings thus suggest that theories of community translation need to take more account of both common and distinguishing features of online communities and offer new categorizations for blended community structures.
🔬Tür:Araştırma Makalesi
📍Kapsam:Genişletilmiş Akademik Örneklem
⚙️Değişkenler:audiovisual translation · video game localization · community translation

Abstract

In the last two decades, audiovisual translation has come to be employed in an ever-widening range of contexts and media, an expansion which has been more or less reflected in research. Meanwhile, video game localization and the volunteer translation communities responsible for it have become popular research topics around the world. In Turkey, despite the existence of both volunteer communities and professional localization companies, academic studies on video game localization are scarce. To help fill this gap in the literature, the present study aims to explore the potential similarities and differences between community translation processes in volunteer and professional video game localization in Turkey. To this end, two group interviews were carried out: one with members of a volunteer video game localization community operating within the Steam Translation Server, the other with the representatives of a professional localization company in Istanbul, Turkey. The localization processes reported by the respondents were compared in the light of the typologies and processes of community translation presented in the literature. The findings from the interviews indicated that the video game localization processes followed by the two communities resembled one another in terms of management, participation, and closed community structure, but the volunteer community sometimes displayed more flexibility in these aspects and did not seem to set such strict standards. The findings thus suggest that theories of community translation need to take more account of both common and distinguishing features of online communities and offer new categorizations for blended community structures.

🔖

Bu Makaleye Atıf Yap

SARIGÜL, S., ROSS, J. M. (2020). Volunteer vs. Professional Community Translation in Video Game Localization: The Case of the Steam Translation Server in Turkish. transLogos Translation Studies Journal, Cilt: 3 - Sayı: 2, 1–22. https://ajindex.com/articles/807453

📄 Tam Metin PDF Okuyucu

📄

PDF görüntüleyici hazırlanıyor...

Kaynakça (2)

  1. Diri, Bekir. 2019. “Turkish Issues in Video Game, Web and Mobile Application Localizations.” Master’s thesis, Istanbul 29 Mayıs University. Edley, Nigel, and Lia Litosseliti. 2010. “Contemplating Interviews and Focus Groups.” In Research Methods in Linguistics, edited by Lia Litosseliti, 155–179. London: Continuum. Galhardi, Rafael Müller. 2014. “Video Games and Fan Translations: A Case Study of Chrono Trigger.” In Fun for All: Translation and Accessibility Practices in Video Games, edited by Carmen Mangiron, Pilar Orero, and Minako O’Hagan, 175–195. Bern: Peter Lang. Hernández Bartolomé, Ana Isabel, and Gustavo Mendiluce Cabrera. 2005. “New Trends in Audiovisual Translation: The Latest Challenging Modes.” Miscelánea 31:89–104. https://dialnet.unirioja.es/servlet/articulo?codigo=2010052. Jiménez Crespo, Miguel A. 2017. Crowdsourcing and Online Collaborative Translations: Expanding the Limits of Translation Studies. Amsterdam: John Benjamins. Karagöz, Selahattin. 2019. “Amatörler, Uzmanlar, Kâşifler: Türkiye’de Video Oyun Çevirileri ve Yerelleştirme Süreci.” [Amateurs, experts, explorers: Video game localization practices in Turkey.] PhD diss., Yıldız Technical University. Kelly, Nataly, Rebecca Ray, and Donald A. DePalma. 2011. “From Crawling to Sprinting: Community Translation Goes Mainstream.” Linguistica Antverpiensia 10:75–94. https://lans-tts.uantwerpen.be/index.php/LANS-TTS/article/view/278.
  2. Koelewijn, Cees. 2015. “Of Stolen Boats and Antialiasing: Translating Rockstar’s Video Game Grand Theft Auto V.” Master’s thesis, Utrecht University. Muñoz Sánchez, Pablo. 2009. “Video Game Localisation for Fans by Fans: The Case of Romhacking.” The Journal of Internationalization and Localization 1 (1): 168–185. doi:10.1075/jial.1.07mun. Odacıoğlu, Cem, and Şaban Köktürk. 2015. “Wolfenstein: The Old Blood Oyununun Türkçe Yerelleştirilmiş Versiyonunda Benimsenen Çeviri Yaklaşımları ve Bunun Oynanabilirlik Düzeyine Katkısı.” [The adopted translation approaches in the Turkish localized version of The Wolfenstein: Old Blood and its contribution to the game play level.] Journal of History School, no. 23, 303–318. doi:10.14225/Joh760. O’Hagan, Minako. 2011. “Community Translation: Translation as a Social Activity and Its Possible Consequences in the Advent of Web 2.0 and Beyond.” Linguistica Antverpiensia 10:11–23. https://lans-tts.ua.ac.be/index.php/LANS-TTS/article/view/275. O’Hagan, Minako. 2012. “Translation as the New Game in the Digital Era.” Translation Spaces