Creativity is one of the most highly debated topics in translation not only because of how it relates to authorship but also because of the unavoidable cultural ramifications and the business implications for all the parties involved. Identifying the parameters within which creative translation operates in entertainment media requires a complex process that comprises a large amount of variables beyond the linguistic ones. Semiotics is suggested as a robust analytical tool to study the layering of meaning-making in entertainment products, in other words, their polysemioticity. Multimedia interactive entertainment software (MIES), a. k. a. video games, adds levels of complexity never seen before in translation due to their functional requirements. In order to identify the features that separate other entertainment products from MIES, this article analyses also the translation of novels, comics and films. The concept of playability is utilised as a way of isolating the pragmatic challenges of video game localisation.
Anderman, Gunilla. 2005.
Europe on Stage: Translation and Theatre
. Michigan: Oberon Books.
Barnes, William, Jason Walker, Inés Rubio, and Arthur Flew. 2013. “Implementing Blizzard’s Localization Vision in Real Time.” Game Developers Conference Vault. Accessed January. [URL].
Beckett, Samuel. 1978. Happy Days/ Oh les Beaux Jours: A Bilingual Edition. Edited by James Knowlson. London: Faber and Faber.
Bernal-Merino, Miguel Ángel. 2015. Translation and Localisation in Video Games. Making Entertainment Software Global. New York, Oxon: Routledge.
Bernal-Merino, Miguel Ángel. 2016a. “The Glocalization and Co-Creation in Video Games.” In Media Across Borders: Localizing TV, Film and Video Games, by Daya Thussu, 202–219. London, New York: Routledge.
Bernal-Merino, Miguel Ángel. 2016b. “Creating Felicitous Gaming Experiences: Semiotics and Pragmatics as Tools for Video Game Localisation”, Signata 7 (1): 231–253. Liège: Université de Liège.
Bielsa, Esperança, and Susan Bassnett. 2008. Translation in Global News. Abingdon, New York: Routledge.
Clavé, Salvador A.2007. The Global Theme Park Industry. Oxfordshire, Cambridge: Cabi Publishing.
Collins, Phil, Mark Mancina and Rick Dempsey. 1999. “Tarzan behind the Scenes.” In Tarzan DVD special edition. Disney Home Entertainment.
Crosignani, Simone, and Fabio Ravetto. 2011. “Localizing the Buzz! Game Series, or How to Successfully Implement Transcreation in a Multi-million Seller Video Game.” TRANS. Revista de Traductología 151: 29–38.
Dempsey, Rick, Jeff Miller, and Blake Todd. 1998. “Mulan’s International Journey.” In Mulan DVD special edition. Disney Home Entertainment.
Díaz-Cintas, Jorge, and Aline Remael. 2007. Audiovisual Translation: Subtitling. Manchester, New York: St. Jerome Publishing.
Drake, Olivia. 2013. “Winston to Attend Günter Grass Translators Gathering in Germany.” Accessed December. [URL]
Eco, Umberto. 1979. The Role of the Reader: Explorations in the Semiotics of Texts. Bloomington: Indiana University Press.
Eco, Umberto. 2004. Mouse or Rat? Translation as Negotiation. London: Phoenix.
Franzon, Johan. 2008. “Singability in Print, Subtitles and Sung Performance.” The Translator 14 (2): 373–399.
Gide, André. 1926. Le Journal des Faux-Monnayeurs. Paris: Éditions Gallimard.
González Vera, María Pilar. 2011. “Translating Images: The Impact of the Image on the Translation of Disney’s Alice in Wonderland into Spanish.” In Miscelánea: A Journal of English and American Studies 431: 33–53.
Gorlée, Dinda. 1994. Semiotics and the Problem of Translation: With Special Reference to the Semiotics of Charles S. Peirce. Amsterdam, Atlanta: Rodopi.
Gorlée, Dinda. 2005. Song and Significance.Virtues and Vices of Vocal Translation. Amsterdam: Rodopi.
Gravett, Paul. 2012. “Asterix the Briton: Anglicising the Gallic Warrior.” Accessed December. [URL].
Heimburg, Eric. 2006. “Localizing MMORPGs.” In Perspectives on Localization, by Keiran J. Dunne, 135–153. Philadelphia: John Benjamins.
Hewitt, Elaine. 2000. “A Study of Pop-Song Translations.” Perspectives: Studies in Translatology 8 (3): 187–195.
Iser, Wolfgang. 1980.
The Act of Reading: A Theory of Aesthetic Response
. Baltimore: Johns Hopkins University Press.
Kaindl, Klaus. 2005. “The Plurisemiotics of Pop Song Translation: Words, Music, Voice and Image.” In Song and Significance. Virtues and Vices of Vocal Translation, by Dinda Gorlée, 235–264. Amsterdam: Rodopi.
Klinberg, Göte. 1986. Children’s Fiction in the Hands of the Translators. Malmo: CWK Gleerup.
Lathey, Gillian, ed. 2006. The Translation of Children’s Literature: A Reader. Clevedon, UK: Multilingual Matters Ltd.
Leka, Bashkim, Paul Mangell, and Peter Reynolds. 2014. “Getting the Translation Guild’s Name on the Trophy.” Game Localization Round Table.
Zanettin, Federico, ed. 2008. Comics in Translation. Manchester, New York: St. Jerome Publishing.
Ludography
Animal Crossing (Nintendo 2001-present)
Assassin’s Creed: Unity (Ubisoft 2014)
Batman Arkham City (Warner Bros. Interactive Entertainment 2011)
Buzz! (Relentless Software 2005–2010)
Dance Central (Harmonix 2010–2014)
Diablo III (Blizzard 2012-present)
Gran Turismo (Sony Interactive Entertainment 1997-present)
Hearthstone (2014-present)
Monkey Island 2: LeChuck’s Revenge (LucasArts 1991)
Overwatch (Blizzard 2016-present)
Pokémon (Nintendo 1996-present)
Scribblenauts (Warner Bros. Interactive Entertainment 2009-present)
SingStar (Sony Computer Entertainment 2004-present)
The Bard’s Tale (InXile Entertainment 2004)
The Witcher III: Wild Hunt (CD Projekt 2015)
Tomb Raider (Square Enix 1996-present)
Wolfenstein: The New Order (Bethesda Softworks 2014)
Cited by (5)
Cited by five other publications
Deckert, Mikołaj, Miguel Ángel Bernal-Merino & Krzysztof Hejduk
2024. Towards Game Translation User Research,
Moreno García, Luis Damián
2024. Recontextualizing disassembled texts. Babel. Revue internationale de la traduction / International Journal of Translation / Revista Internacional de Traducción 70:1-2 ► pp. 64 ff.
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.
Bernal-Merino, Miguel A.
2020. Key Concepts in Game Localisation Quality. In The Palgrave Handbook of Audiovisual Translation and Media Accessibility [Palgrave Studies in Translating and Interpreting, ], ► pp. 297 ff.
O’Hagan, Minako, Julie McDonough Dolmaya & Hendrik J. Kockaert
This list is based on CrossRef data as of 7 august 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.