In the field of translation studies, game localisation is considered a growing branch of audiovisual translation
in which localisers translate and adapt game content for successful circulation across foreign markets. This paper sheds light on the
process of localising religious content and obscene references in the game Fiesta Online by comparing it to the Arabic-localised version Arafiesta on the basis of a corpus of 740
dialogue strings. Drawing on the
frameworks developed by Delabastita (1989), Zitawi
(2008) and Al-Adwan (2015), the analysis scrutinises game elements that are
considered controversial in the Arab world. These items were omitted, mitigated, or adapted to
isolate the theme of Paganism from the original content. Visual features were retained except for a few instances. Finally, during the process of localising interactive aspects of the game, retention, deletion
and adaptation were frequently used. The paper highlights how blending game localisation, a prominent localisation approach changing the intersemiotic channels (the verbal, pictorial and interactive layers) of video games, plays a pivotal role in promoting and marketing
game imports in the Arab world, which is now one of the largest growing markets.
Al-Adwan, A. (2015). “Towards a Model of Euphemisation in Arabic Subtitling”. Arab World English Journal (AWEJ) 41, 6–21.
Al-Adwan, A. & Yahiaoui, R. (2018). “Comedy under Fire: Subtitling Two and a Half Men into Arabic” in Linguistic and Cultural Representation in Audiovisual Translation, edited by Ranzato, Irene, and Zanotti, Serenella. Oxford: Routledge 85–100.
Al-Ajarmeh, O. (2021). Blending Game Localisation in the Arab World: Arafiesta as a Case Study. Unpublished M.A. thesis. Hamad Bin Khalifa University, Qatar.
Al-Batineh, M. (2021). “Issues in Arabic Video Game Localization: A Descriptive Study”. The International Journal for Translation and Interpreting13
(2), 45–64.
Al-Batineh, M. & Alawneh, R. (2021). “Current Trends in Localizing Video Games into Arabic: Localization Levels and Gamers’ Preferences”. Perspectives 30 (2), 323–342.
Di Marco, F. (2007). “Cultural localization: Orientation and disorientation in Japanese video games”. Revista Tradumàtica 51, 1–8.
Fawcett, P. (1997). Translation and Language: Linguistic Theories Explained. Manchester, UK: St. Jerome Publishing.
Fernández-Costales, A. (2016). “Analyzing players’ perceptions on the translation of video games: Assessing the Tension between the Local and the Global Concerning Language Use”. Media Across Borders: Localizing TV, Film and Video Games, edited by Esser, Andrea, Bernal-Merino, Miguel, and Smith, Iain. Oxford: Routledge, 183–201.
Gilboa, A. (2019). “Emerging trends and developments in game localization”. Multilingual 30 (3), 46–51. [URL]
Kohler, C. (2010). “Q&A: Pac-Man Creator Reflects on 30 Years of Dot-Eating.” Wired. Accessed May, 2021. [URL]
Krotoski, A. (2008). “Little Big Planet delayed: Qur’an References in Soundtrack”. The Guardia. Accessed October, 2021. [URL]
Mahasneh, A. & Abu Kishek, M. (2018). “Arabic Localization of Video Games ‘Tomb Raider™’: A Start or a Failure”. Lebende Sprachen63
(1), 47–62.
Mangiron, C. & O’Hagan, M. (2006). “Game Localisation: Unleashing Imagination with ‘Restricted’ Translation”. The Journal of Specialised Translation6
1, 10–21.
Middle East and North Africa: Youth Facts. Youthpolicy.org, n.d. [URL]
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PUBG MOBILE Arabic. (2020). “The PUBG MOBILE team would like to address the concern that has resulted from the latest update.” Twitter. Accessed June, 2020. [URL]
Simeonov, G. (2019). “How Gaming Localization Changed the Game”. TransGlobe International. Accessed June, 2021. [URL]
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Toury, G. (1978). “The Nature and Role of Norms in Translation.” In Literature and Translation: New Perspectives in Literary Studies; With a Basic Bibliography of Books on Translation Studies, edited by James S. Holmes, José Lambert, and Raymond van den Broeck, 83–100. Leuven: Acco.
Warren, B. (1992). “What euphemisms tell us about the interpretation of words”. Studia Linguistica. 46 (2), 128–172.
Williams, J. M. (1975). Origins of the English Language. New York.
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Zitawi, J. (2008). “Contextualizing Disney comics within the Arab culture”. Meta Journal des Traducteurs53
(1), 139–153.
Gameography
Arafiesta (Game Power 7 2015).
Fiesta Online (gamigo AG 2007).
Grand Theft Auto V (Rockstar Games 2013).
Kakuto Chojin (Microsoft Game Studios 2002).
Little Big Planet (Sony Interactive Entertainment 2008).
Pac-Man (Namco 1980).
Player Unknown’s Battlegrounds PUBG mobile (Tencent Games 2018).
Cited by (6)
Cited by six other publications
Al-Adwan, Amer
2024. Lost in subtitling: do Arabic satellite TV channels and DVDs speak the same language?. Humanities and Social Sciences Communications 11:1
Sahari, Yousef
2024. Subtitling the f-word into Arabic in Hollywood films: a corpus-based study. Humanities and Social Sciences Communications 11:1
Sayaheen, Bilal
2024. Crossing borders: localization and paratext in Arabic mobile video games. Cogent Arts & Humanities 11:1
This list is based on CrossRef data as of 19 october 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.