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"YOU NO TAKE CANDLE!": TRANSLATION PROBLEMS AND STRATEGIES IN VIDEO GAMES USING THE WOW CASE STUDY

Mari Schmidt



 

The computer and video game world is a multi-billion dollar industry. The localization of the games, i.e. their adaptation to the target markets, is also decisive for global success. What special features do you have to take into account? And what expectations do the target groups have of the translation?


"You do not take candle!" offers an overview of the special features of this extremely diverse medium and illuminates it from various perspectives relevant to translation studies. Building on this, typical difficulties and problems that can arise during localization are explained: from practical to linguistic and cultural translation problems, and in particular those that arise from non-linguistic cultural references such as allusions — a popular and frequent occurrence in computer and video games stylistic device used. These are compared with possible translation strategies.


The concrete application of different strategies is illustrated with the help of numerous examples and illustrations from the MMORPG, which has been successful for more than 15 yearsWorld of Warcraft shown. Based on this case study, the factor of target group expectations, which is relevant for the selection of translation strategies, is also brought into focus: An online survey conducted among German-speaking World of Warcraft players offers insights into divergent expectations towards the translation.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

German

Hardcover


9783864881336

2021

292

OTHER NAMES

  • „Du nicht nehmen Kerze!“: Übersetzungsprobleme und Übersetzungsstrategien in Videospielen am Fallbeispiel World of Warcraft

  • "You do not take candle!": Translation problems and translation strategies in video games using the World of Warcraft case study

 

TAGS


Authors: #MariSchmidt

Publishers: #VerlagWernerHülsbusch (Verlag Werner Hülsbusch)

Languages: #German

Format: #Hardcover

Accessibility: N/A

Year: #Year2021


Companies:

N/A


Public Figures:

N/A


Games:

N/A


Misc:

#VWHGameStudies (VWH Game Studies)

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