Article published In:
Digital Translation
Vol. 11:2 (2024) ► pp.140161
References (78)
References
Bernal-Merino, Miguel. 2006. “On the Translation of Video Games.” The Journal of Specialised Translation, 61. [URL]
. 2007a. “Challenges in the Translation of Video Games.” Revista Tradumàtica — Traducció i Tecnologies de la Informació i la Comunicació 05: Localització de videojocs. [URL]
. 2007b. “Localisation and the Cultural Concept of Play in Games.” Digital or Visual Products, gamecareerguide.com. [URL]
. 2008. “Creativity in the Translation of Videogames.” Quaderns de Filologia. Estudis literaris, Vol. XIII1, 57–70.Google Scholar
. 2009. “Video Games and Children’s Books in Translation.” The Journal of Specialised Translation 11 (1): 234–247.Google Scholar
. 2015. Translation and Localisation in Video Games: Making Entertainment Software Global, Abingdon: Routledge.Google Scholar
Brownlie, Siobhan. 2010. “Committed Approaches and Activism.” In Handbook of Translation studies by Yves Gambier and Luc Van Doorslaer, eds. John Benjamins: 45–48. DOI logoGoogle Scholar
Chen, Chi-Ying. 2013. “Is the Videogame a Cultural Vehicle?Games and Culture 8 (6): 408–427. DOI logoGoogle Scholar
Consalvo, Mia. 2016. Atari to Zelda: Japan’s Videogames in Global Contexts. London: MIT Press. DOI logoGoogle Scholar
Cooper, Ryan. 2018. The joy of jank. Unwinnable. Accessed May. [URL]
Dawis, Aimee. 2009. “China and the Cultural Identity of the Chinese in Indonesia.” In Connecting and Distancing: Southeast Asia and China by Leong, Ho Kai, eds. ISEAS–Yusof Ishak Institute, 153–184.Google Scholar
De Pedro Ricoy, Raquel. 2007. “Internationalization vs. Localization: The Translation of Videogame Advertising.” Meta 52 (2): 260–275. DOI logoGoogle Scholar
Díaz-Cintas, Jorge, and Zhang Juan. 2022. “Going Global Against the Tide: The Translation of Chinese Audiovisual Productions.” Bable 68 (1): 1–23. DOI logoGoogle Scholar
Dietz, Frank. 2007. “How Difficult Can That Be?Revista Tradumàtica — Traducció i Tecnologies de la Informació i la Comunicació 05: Localització de Videojocs. [URL]
Dong, Luo and Carme Mangiron. 2018. “Journey to the East: Cultural adaptation of video games for the Chinese market.” Journal of Specialised Translation, 291: 149–168.Google Scholar
Esselink, Bert. 2000. A Practical Guide to Localization. Amsterdam: John Benjamins Publishing Company. DOI logoGoogle Scholar
Ethnologue. Languages of the World: English. Accessed July. [URL]
Fitch, Adam. 2018. “Hangzhou opens its own esports town.” Game Informer. Accessed May. [URL]
Folaron, Debbie. 2019. Technology, Technical Translation and Localization. In The Routledge Handbook of Translation and Technology by Minako O’Hagan eds. Abingdon: Routledge: 209–219. DOI logoGoogle Scholar
Fung, Anthony Y. H. and Sarah Xueting Liao. China. 2015. In Wolf, Mark J. P. eds. Videogames Around the World. Massachusetts: The MIT Press.Google Scholar
Gries, Peter Hays. 2004. China’s New Nationalism: Pride, Politics, and Diplomacy. London: University of California Press.Google Scholar
Gries, Peter Hays, Qingmin Zhang, Michael H. Crowson, and Huajian Cai. 2011. “Patriotism, Nationalism and China’s US Policy: Structures and Consequences of Chinese National Identity.” The China Quarterly, 2051: 1–17. DOI logoGoogle Scholar
Ho, Benjamin. 2021. China’s Political Worldview and Chinese Exceptionalism: International Order and Global Leadership. Amsterdam: Amsterdam University Press.Google Scholar
Kozinets, Robert V. 2015. Netnography: Redefined. London: Sage.Google Scholar
Krumpal, Ivar. 2013. “Determinants of Social Desirability Bias in Sensitive Surveys: A Literature Review.” Qual Quant, 471: 2025–2047. DOI logoGoogle Scholar
Kubota, Ryuko, and Lori Ward. 2000. Exploring Linguistic Diversity Through World Englishes. English Journal, 89 (6): 80–86. DOI logoGoogle Scholar
Liao, Sara Xueting. 2016. “Japanese Console Games Popularization in China: Governance, Copycats, and Gamers.” Games and Culture, 111: 275–97. DOI logoGoogle Scholar
Lin Thomala, Lai. 2024. “Total Revenue of Video Game Industry in China from 2013 to 2 023.” Statista. Accessed May. [URL]
Mandiberg, Stephen. 2017. “Fallacies of Game Localization: Censorship and #TorrentialDownpour.” The Journal of Internationalization and Localization, 4 (2): 162–182. DOI logoGoogle Scholar
. 2015. “Playing (with) the Trace: Localized Culture in Phoenix Wright.” Kiphanos: Journal of Media Studies and Popular Culture, 51: 11–141.Google Scholar
Mangiron, Carme. 2004. Bringing Fantasy to Reality: Translating Final Fantasy. Accessed May. [URL]
. 2012. “The Localisation of Japanese Videogames: Striking the Right Balance.” The Journal of Internationalization and Localization, 21: 1–20.Google Scholar
. 2016. “Games Without Borders: The Cultural Dimension of Game Localisation.” Hermeneus– Revista de Traducción e Interpretación, 181: 187–208.Google Scholar
. 2017. “Research in Game Localisation: An Overview.” Journal of Internationalization and Localization. 4 (2), 74–99. DOI logoGoogle Scholar
. 2018. “Game On! Burning Issues in Game Localisation.” Journal of Audiovisual Translation, 1 (1). DOI logoGoogle Scholar
Maxwell-Chandler, Heather. 2005. The Game Localization Handbook. Massachusetts: Charles River Media.Google Scholar
Michaelwave. 2024. “Depersonalization: Reviews”. Steam. Accessed July.Google Scholar
Niko Partners. 2021. Niko Blog. Accessed May. [URL]
Newzoo. 2017. The Chinese Gamer 2017. Accessed June. [URL]
. 2020. Global Games Market Report Light Version. Accessed July. [URL]
. 2022. Top 10 Countries/Markets by Game Revenues. Accessed July. [URL]
Nunes Vieira, Lucas, Valentina Ragni and Elisa Alonso. 2021. “Translator Autonomy in the Age of Behavioural Data.” Translation, Cognition & Behavior. DOI logoGoogle Scholar
O’Hagan, Minako and Carme Mangiron. 2013. Game Localization: Translating for the Global Digital Entertainment Industry. Amsterdam: John Benjamins Publishing Company. DOI logoGoogle Scholar
O’Hagan, Minako. 2007. “Videogames as a New Domain for Translation Research.” Revista Tradumàtica — Traducció i Tecnologies de la Informació i la Comunicació, 51.Google Scholar
. 2009. “Towards a Cross-cultural Game Design: An Explorative Study in Understanding the Player Experience of a Localised Japanese Videogame.” The Journal of Specialised Translation 111.Google Scholar
Persona Problems. 2020. Persona Problems. Accessed May. [URL]
PM_ME_YOUR_ROBOTGIRL. (2021). You Should Not Trust the English Translation. r/Genshin_Impact. Accessed April. [URL]
Qiong, Hu. 2004. “Why China English Should Stand Alongside British, American, and the Other ‘World Englishes’.” English Today 20 (2): 26–33. DOI logoGoogle Scholar
Seljan, Mateusz. 2014. “Computer-assisted Translation Tools and Videogame Rendition.” The Translator and the Computer 21: 105–118.Google Scholar
Sichuan Film and Television University. 2021. 数字媒体艺术游戏竞技(本科四年)shuzi meiti yishu youxi jingji (benke si nian) Digital Media, Art and Esports (4-year bachelor’s degree). Accessed May. [URL]
Statista. 2022. Videogames — Worldwide. Accessed May. [URL]
The State Council, PRC. 2014. “Regulations on the Administration of Audiovisual Products.” The State Council, The People’s Republic of China. Accessed May. [URL]
The State Council, PRC. 2019. “China Sees Increasing Audience for Online Videos, Games and Literature.” The State Council, The People’s Republic of China. Accessed May. [URL]
Thomala, Lai Lin. 2020. “Gaming in China.” Statista. Accessed May. [URL]
TOPDAWG21 and Djbabj. 2024. “Crunchyroll is looking to replace translator by AI.” Reddit. Accessed May. [URL]
Tsu, Jing and David Der-wei Wang, eds. 2010. Global Chinese Literature: Critical Essays. Leiden: Brill. DOI logoGoogle Scholar
Valli, Paulo. 2019. “Fundamentals of Localization for Non-localizers.” In Translation and Localization: A Guide for Technical and Professional Communicators by Bruce Maylath and Kirk St. Amant, eds. London: Routledge: 113–133. DOI logoGoogle Scholar
Venuti, Lawrence. 1999. The Scandals of Translation: Towards an Ethics of Difference. Abingdon: Routledge.Google Scholar
Wang, Dingkun and Xiaochun Zhang. 2017. “Fansubbing in China: Technology-facilitated Activism in Translation.” Target. 291: 301–318. DOI logoGoogle Scholar
Wang, Dingkun, Xiaochun Zhang and Arista Szu-Yu Kuo. 2020. “Researching inter-Asian audiovisual translation.” Perspectives. 28 (4): 473–486. DOI logoGoogle Scholar
Woetzel, Jonathon, Gordon Orr, Alan Lau, Yougang Chen, Michael Chui, Elsie Chang, Jeongmin Seongmin and Autumn Qiu. 2014. “China’s Digital Transformation.” McKinsey Global Institute. Accessed May. [URL]
Wong, Donna and Yue Meng-Lewis. 2023. “Esports Diplomacy — China’s Soft Power Building in the Digital Era.” Managing Sport and Leisure 28 (3): 247–269. DOI logoGoogle Scholar
Xinhua News Agency. 2021. “Why China Acts Tough to Limit Online Gaming for Minors?Xinhua News. Accessed May. [URL]
Yurikatt. 2023. Steam reviews: Depersonalization. Accessed May. [URL]
Zhang, Lin. 2013. “Productive vs. Pathological: The Contested Space of Videogames in Post- Reform China (1980s–2012).” International Journal of Communication 71: 2391–2411.Google Scholar
Zhang, Lihua. 1995. “A Contrastive Study of Aspectuality in German, English, and Chinese.” Studies in Language 21 (3): 686–697.Google Scholar
Zhang, Xiaochun. 2008. “‘Harmonious’ Games Localization for China.” MultiLingual, October/November: 47–50.Google Scholar
. 2009. “China Localizes Online Games for Global Players.” MultiLingual, October/November: 40–45.Google Scholar
. 2010a. “Education Videogames in China.” MultiLingual, June: 45–49.Google Scholar
Zhang, X. 2010b. “Challenges of Internet Slang in Game Localization in China.” MultiLingual, October/November: 40–43.Google Scholar
Zhang, Xiaochun. 2011. “Games in China: Virtual Assets and Localization.” MultiLingual, March: 35–39.Google Scholar
. 2012. “Censorship and Digital Games Localisation in China.” Meta, 57 (2): 338–350. DOI logoGoogle Scholar
. 2013. “Fansubbing in China.” MultiLingual, July: 30–37.Google Scholar
Zhang, Xiaochun and Minako O’Hagan. 2019. “Transcreation in Game Localization in China: A Contemporary Functionalist Approach to Digital Interactive Entertainment.” In Diverse Voices in Translation Studies in East Asia by Nana Sato-Rossberg and Akiko Uchiyama, eds. Oxford. Peter Lang: 179–201.Google Scholar
Zhang, Xiaochun and Dingkun Wang. 2016. “Ideological Manipulation of Controversial Information: The Unusual Case of the Chinese-subtitled Version of House of Cards.” Other Modernities: 1–20.Google Scholar
Ludography
Softstar Technology. 2015. Chinese Paladin: Sword and Fairy 6 1.Google Scholar
Eternal Dream. Lu-Ci. 2019. Fairy in a Bottle.Google Scholar
MeowNature. 2022. Depersonalization (v1.5.32).Google Scholar