Article published In:
Game Localisation
Edited by Xiaochun Zhang and Samuel Strong
[The Journal of Internationalization and Localization 4:2] 2017
► pp. 162182
References (52)
Bibliography
American Civil Liberties Union (ACLU). Accessed January 17. [URL]
Apter, Emily S. 2006. The Translation Zone: A New Comparative Literature , Translation/Transnation. Princeton: Princeton University Press. DOI logoGoogle Scholar
Bermann, Sandra, and Michael Wood. 2005. Nation, language, and the ethics of translation , Translation/transnation. Princeton: Princeton University Press. DOI logoGoogle Scholar
Bernal-Merino, Miguel Á. 2015. Translation and Localisation in Video Games: Making Entertainment Software Global. Routledge.Google Scholar
Bonds, Curtis. 2016. “Fire Emblem: Fates Changes Controversial Support Conversation in Western Regions.” NintendoWorldReport. January 20. Accessed January 17, 2017. [URL]
Bray, Josh. 2016. “Fire Emblem Fates Poor Localization Points To Growing Issues.” Super Nerdland.com. February 22. Accessed December 29, 2016. [URL]
Chandler, Heather Maxwell. 2009. The Game Production Handbook. 2nd ed. Hingham: Infinity Science Press.Google Scholar
Chandler, Heather Maxwell, and Stephanie O’Malley Deming. 2011. The Game Localization Handbook. 2nd ed. Sudbury: Jones & Bartlett Learning.Google Scholar
Chess, Shira and Adrienne Shaw. 2015. “A Conspiracy of Fishes, or, How We Learned to Stop Worrying About #GamerGate and Embrace Hegemonic Masculinity.” Journal of Broadcasting & Electronic Media, 59:1: pp. 208–220. DOI logoGoogle Scholar
Consalvo, Mia. 2016. Atari to Zelda: Japan’s Videogames in Global Contexts. Cambridge: MIT Press. DOI logoGoogle Scholar
Dryden, John. 2004 [1680]. “From the Preface to Ovid’s Epistles.” In The Translation Studies Reader, edited by L. Venuti. New York: Routledge.Google Scholar
Esselink, Bert. 2000. A Practical Guide to Localization. Rev ed. Amsterdam; Philadelphia: John Benjamins Pub. Co. DOI logoGoogle Scholar
Fox, Michael-Christopher Koji. 2013. Personal Interview. Tokyo, January 10.Google Scholar
Gagne, Ken. 2013. “Operation Rainfall: How a Fan Campaign Brought Nintendo to its Knees.” PCWorld.com. March 4. Accessed April 30, 2017. [URL]
Gigabit. 2016. “#ChallengeourFates.” Thunderclap. [URL]
GIGABIT5000. 2016. “#ChallengeourFates.” Pastebin. February 15. [URL]
Grayson, Nathan. 2016. “Nintendo Removes Controversial Scene from English Version of Fire Emblem Fates.” Kotaku.com. January 21. Accessed April 19, 2017. [URL]
Hasegawa, Ryoichi. 2009. “Geemu Rokaraizu no Rekishi to Kore Kara [Game Localization’s History and Future].” In The Study Report on Advanced Technology Applications for Developing Digital Content. Tokyo, Japan: pp: 121–132.Google Scholar
Huntemann, Nina. 2013. “Introduction: Feminist Discourses in Games/Game Studies.” Ada: A Journal of Gender, New Media, and Technology, No. 2.Google Scholar
immahnoob. 2016a. “Reminder that Nich Maragos has 3 conflicts of interest.” Twitter. February 24. Accessed January 16, 2017. [URL].
. 2016b. “ Fire Emblem Fates – Treehouse ‘lolcalization.’” Imgur.com. June 21. Accessed January 1, 2017. [URL]
Jenkins, Henry. 1992. Textual Poachers: Television Fans & Participatory Culture. New York: Routledge.Google Scholar
. 2006. Convergence Culture: Where Old and New Media Collide. New York: New York University Press.Google Scholar
Judd, Ben. 2013. Personal Interview. Osaka, April 26.Google Scholar
Kain, Erik. 2014. “GamerGate: A Closer Look At The Controversy Sweeping Video Games.” Forbes, September 4. Accessed January 13, 2015. [URL]
. 2016. “Fire Emblem Fates’ And the Curious Case Of Localization Gone Terribly Wrong.” Forbes, February 29. Accessed January 13, 2015. [URL]
Kennedy, Chris M. 2013. Personal Interview. Tokyo, March 7.Google Scholar
Klepek, Patrick. 2015. “From Japan, With Changes: The Endless Debate over Video Game ‘Censorship’.” Kotaku.com. December 14. Accessed November 19, 2016. [URL]
. 2016a. “The Fight Over The Best Way to Translate Fire Emblem Fates.” Kotaku.com. February 24. Accessed January 18, 2017. [URL]
. 2016b. “The Ugly New Front in the Neverending Video Game Culture War.” Kotaku.com. March 4. Accessed January 10, 2017. [URL]
Mandiberg, Stephen. 2014. “Games, Localization, and Diaspora.” In Fun for All: Translation and Accessibility Practices in Video Games, edited by C. Mangiron, P. Orero and M. O’Hagan. Bern: Peter Lang: pp. 217–241.Google Scholar
. 2015. “Responsible Localization: Game Translation Between Japan and the United States.” PhD Dissertation, University of California, San Diego.Google Scholar
Mandiberg. Forthcoming. “Video Games Have Never Been Global: Histories of Video Game Localization.” Game History and the Local: An Anthology, edited by M. Swalwell.
Mangiron, Carmen, and Minako O’Hagan. 2006. “Game Localization: Unleashing Imagination with ‘Restricted’ Translation.” Journal of Specialized Translation (6):10–21.Google Scholar
Massanari, Adrienne. 2015. “#Gamergate and The Fappening: How Reddit’s Algorithm, Governance, and Culture Support Toxic Technocultures.” New Media & Society, first published online on October 9.Google Scholar
Mattar, Yasser. 2008. “Perceptions and (re)presentations of familiarity and foreignness: The cultural politics of translation in the subtitling of Japanese animation by fans.” Leisure Vol. 32, Issue 2. DOI logoGoogle Scholar
Mukherjee, Roopali, and Sarah Banet-Weiser (eds). 2012. Commodity Activism: Cultural Resistance in Neoliberal Times. New York: New York University Press.Google Scholar
Nietzsche, Friedrich. 2004 [1882]. “Translations.” In The Translation Studies Reader, edited by L. Venuti. New York: Routledge.Google Scholar
Nornes, Abé Mark. 2007. Cinema Babel: Translating Global Cinema. Minneapolis: University of Minnesota Press.Google Scholar
O’Donnell, Casey. 2014. Developer’s Dilemma: The Secret World of Videogame Creators. Cambridge: MIT Press. DOI logoGoogle Scholar
O’Hagan, Minako, and Carmen Mangiron. 2013. Game Localization: Translating for the Global Digital Entertainment Industry. Amsterdam; Philadelphia: John Benjamins Pub. Co. DOI logoGoogle Scholar
Ricciardi, John. 2013. Personal Interview. Tokyo, January 9.Google Scholar
Ritsu, Andrea. 2015. “A New Degree of Homophobia Found in Fire Emblem Fates.” Tumblr.com. July 2. Accessed January 16 through [URL].
Sarkeesian, Anita. 2015. “8 Things Devs Can Do To Make Games Less Shitty For Women” NYU Game Center Lecture Series, February 5.Google Scholar
Schleiermacher, Friedrich. 2004 [1813]. “On the Different Methods of Translating.” In The Translation Studies Reader, edited by L. Venuti. New York: Routledge.Google Scholar
SilentNoMore. 2016. “Why I Participated in Torrential Downpour and My Concerns About Fire Emblem Fates, Localisations and Censorship.” Medium.com. February 25. Accessed January 18. [URL]
Smith, Alexander O. 2012. Personal Interview. Tokyo, November 8.Google Scholar
Suolahti, Jaakko. 1963. The Roman Censors: A Study on Social Structure. Helsinki: Suomalainen Tiedeakatemia.Google Scholar
Steiner, George. 1998. After Babel: Aspects of Language and Translation. 3rd ed. Oxford; New York: Oxford University Press.Google Scholar
Torikai, Kumiko. 2009. Voices of the invisible presence: diplomatic interpreters in post-World War II Japan. Amsterdam; Philadelphia: John Benjamins Pub DOI logoGoogle Scholar
Venuti, Lawrence. 1998. The Scandals of Translation: Towards an Ethics of Difference. London; New York: Routledge. DOI logoGoogle Scholar
. 2008. The Translator’s Invisibility: A history of translation. 2nd ed. New York: RoutledgeGoogle Scholar
Cited by (9)

Cited by nine other publications

Deckert, Mikołaj, Miguel Ángel Bernal-Merino & Krzysztof Hejduk
2024. Towards Game Translation User Research, DOI logo
Zoraqi, Amir Arsalan & Movahede Sadat Mousavi
Ashok, Pratiksha
2023. Game localization: A comparative case study of PlayerUnknown’s Battlegrounds (PUBG Mobile) in India and China. Journal of Gaming & Virtual Worlds 15:2  pp. 129 ff. DOI logo
Šisler, Vít, Jan Švelch, Shawn Clybor & Ondřej Trhoň
2023. Adapting contested national history for global audiences in Attentat 1942 and Svoboda 1945: Liberation. Studies in Eastern European Cinema 14:1  pp. 69 ff. DOI logo
Jørgensen, Kristine & Torill Elvira Mortensen
2022. Whose Expression Is It Anyway? Videogames and the Freedom of Expression. Games and Culture 17:7-8  pp. 997 ff. DOI logo
O’Hagan, Minako
2022. Indirect translation in game localization as a method of global circulation of digital artefacts. Target. International Journal of Translation Studies 34:3  pp. 441 ff. DOI logo
Mangiron, Carme
2021. Found in Translation: Evolving Approaches for the Localization of Japanese Video Games. Arts 10:1  pp. 9 ff. DOI logo
Wu, Zhiwei & Zhuojia Chen
2020. Localizing Chinese games for Southeast Asian markets. The Journal of Internationalization and Localization 7:1-2  pp. 49 ff. DOI logo
O’Hagan, Minako, Julie McDonough Dolmaya & Hendrik J. Kockaert
2019. Pandemic, localization and change of guard. The Journal of Internationalization and Localization 6:2  pp. 69 ff. DOI logo

This list is based on CrossRef data as of 4 july 2024. Please note that it may not be complete. Sources presented here have been supplied by the respective publishers. Any errors therein should be reported to them.