dc.contributor.author | Gillberg, Theo | |
dc.date.accessioned | 2017-08-01T08:41:13Z | |
dc.date.available | 2017-08-01T08:41:13Z | |
dc.date.issued | 2017-08-01 | |
dc.identifier.uri | http://hdl.handle.net/2077/53200 | |
dc.description.abstract | Critics of Venuti‘s foreignisation/domestication concept tend to focus on his vague definitions
of key terms or the limited viability of implementing his ideas in practice. However, few
question the premise of his perspective, i.e. linking domesticating translation practices to both
linguistic and cultural dominance. Meanwhile, pioneering research into the culturally charged
field of video game localisation is zeroing in on everything from its technical issues to its
demand for creativity and genre-specific knowledge, but the one consistent theme throughout
is a belief that game localisation ultimately aims for entertainment above all. Today‘s
enormous diversity of game genres and increasing emphasis on rich narratives make this
claim difficult to take at face value. By comparing British and American localisations and
literary translations of Japanese works (the fourth game in Nintendo‘s Advance Wars series
and Kenji Miyazawa‘s children‘s novel Ginga Tetsudou no Yoru), the goal is to challenge
both the conventional wisdom on localisation and Venuti‘s unwillingness to separate
language from culture, as evident in his constant insistence on associating domestication with
both English and ―Anglo-American culture‖. To that end, this study employs a dual analysis
method, numerically tracking changes in samples comprising about 3-4% of the analysed
works and qualitatively examining nearly the entire selected translations, concentrating on
problematic themes like humour, cultural references and Japanese role language. The findings show that while all the translations aim for linguistic fluency, the game
localisations set themselves apart in their propensity for artistic licence; changing names,
amplifying character quirks and re-writing or censoring references presumed to be culturally
offensive. The literary translations range from faithful to heavily target culture-oriented, but
share a respect for the sanctity of the source text that the localisations seemingly lack. A
divide can also be observed between the British and American translations, where the latter
more frequently clarify, omit, or alter original passages. Further research is needed to confirm
the implications of these results, namely that localisation truly is distinct from typical
translation, and that the notion of a unified ―Anglo-American‖ cultural discourse is invalid. | sv |
dc.language.iso | eng | sv |
dc.relation.ispartofseries | SPL masteruppsats, SIK, japanska | sv |
dc.relation.ispartofseries | SPL 2017-027 | sv |
dc.subject | japanska | sv |
dc.subject | Japanese | sv |
dc.subject | video games | sv |
dc.subject | localisation | sv |
dc.subject | foreignisation | sv |
dc.subject | domestication | sv |
dc.subject | translation studies | sv |
dc.subject | humour | sv |
dc.subject | names | sv |
dc.subject | role language | sv |
dc.title | ACROSS THE POND AND BEYOND. A UK/US comparison of game localisation and literary translation from Japanese works | sv |
dc.type | Text | |
dc.setspec.uppsok | HumanitiesTheology | |
dc.type.uppsok | H2 | |
dc.contributor.department | University of Gothenburg/Department of Languages and Literatures | eng |
dc.contributor.department | Göteborgs universitet/Institutionen för språk och litteraturer | swe |
dc.type.degree | Student essay | |