Jank or agenda?
Janky or non-fluent? A small-scale practitioner survey on Chinese-English videogame localisation
approaches
At a time when China is one of the world’s largest videogame markets, the English translation of some
Chinese-developed videogames is still regarded by some players as inadequate, or “janky”, the term originally used to describe a
technical glitch (
Cooper 2018). This preliminary study surveyed localisation
specialists active in Chinese into English (ZH-EN) videogame localisation to probe into their localisation methods and the reasons
behind them, and determine whether localisers indeed used a “janky” translation as the result of lack of experience and training,
or whether it was a deliberate translation decision, as in “non-fluent” translation (
Brownlie
2010). The collected data was analysed to investigate the plausibility of the assumption that Chinese-developed
videogames rendered into English sometimes employ marked English, as in China English, to intentionally identify them as
Chinese-made. Results of the explorative small-scale survey of professionals were found to be largely in favour of optimal English
fluency, including the omission of culturally locked elements such as idiomatic phrases, suggesting that “janky”, rather than
“non-fluent”, translation resulted, most likely due to a limited experience and lapses in quality assurance.
Article outline
- 1.Introduction
- 2.Erroneous Janky Renderings versus Purposeful Non-Fluency
- 3.Literature review
- 3.1Videogames in China
- 3.2Videogame translation and localisation
- 3.3Identity
- 3.4Language function: China English
- 4.Methodology
- 5.Results
- 5.1Participants
- 5.2Professional practice
- 5.3Translation theory knowledge and training
- 5.4Attitudes to localisation: Industry
- 5.5Attitudes to localisation: Translator preferences
- 5.6Attitudes to localisation: Culture
- 5.7Attitudes to localisation: Budget
- 5.8Player experience
- 6.Discussion
- 6.1Translation
- 6.2Business
- 6.3Identity
- 7.Conclusion
-
References
-
Ludography