Article published In: Text and Context Revisited Within a Multimodal Framework
Edited by Yves Gambier and Olli Philippe Lautenbacher
[Babel 70:1/2] 2024
► pp. 64–88
Recontextualizing disassembled texts
Exploring the concept of the “Web of Texts” in mobile game “Blind” localization from Chinese into foreign languages
Published online: 12 December 2023
https://doi.org/10.1075/babel.00372.mor
https://doi.org/10.1075/babel.00372.mor
Abstract
Video game multimodality has been discussed mainly from the standpoints of Game and Media Studies, but also increasingly by Translation Studies (Mejías-Climent, Laura. 2017. “Multimodality
and Dubbing in Video Games: A Research Approach.” Linguistica
Antverpiensia 171: 99–113.; O’Hagan, Minako. 2007. “Video
Games as a New Domain for Translation Research: From Translating Text to Translating
Experience.” Journal of Specialised
Translation 111: 211–233.; Vázquez-Calvo, Boris, Liudmila Shafirova, Leticia T. Z. Zhang, and Daniel Cassany. 2019. “An
Overview of Multimodal Fan Translation: Fansubbing, Fandubbing, Fan Translation of Games, and
Scanlation.” In Insights into Audiovisual and Comic Translation.
Changing Perspectives on Films, Comics and Videogames, edited by María del Mar Ogea Pozo and Francisco Rodríguez Rodríguez, 191–213. Córdoba: Ucopress.). However, there is still little research focusing on how mobile game localizers construe poly-semiotic texts and their subcomponents during the translation process. Due to certain factors, the textual components of video games are commonly separated from its audiovisual elements before being sent to localization experts, who are then confronted with disassembled “texts” forced back to monomodality. Furthermore, the “text” is intertwined with programming languages and subdivided into disconnected snippets. Thus, video game localizers constantly perform what is often called “blind” translation (Dietz, Frank. 2006. “Issues
in Localizing Computer Games.” In Perspectives on
Localisation, edited by Keiran J. Dunne, 121–134. Amsterdam and Philadelphia: John Benjamins Publishing Company. , . 2007. “How
Difficult Can That Be?: The Work of Computer and Video Game Localisation.” Revista
Tradumàtica 51: 1–6.; O’Hagan, Minako, and Carme Mangiron. 2013. Game
Localization: Translating for the Global Digital Entertainment Industry. Amsterdam and Philadelphia: John Benjamins Publishing Company. ; . 2021. Enhancing
Video Game Localization Through Dubbing. Cham: Palgrave Macmillan. ). The present piece of research focuses on the notion of the multimodal “text” as a “web of texts” (. 2021. “Context,
Contextualisation and (Multimodal) Text.” Studies about Languages/Kalbų
studijos 391: 5–18. ) in the field of mobile game localization from Chinese into European languages and other Eastern languages. It analyses how professional localizers perform their meaning-making processes in regard to “text” and “context” in such a medium and explores how they strive to reinstate multimodality through (re)contextualization. The study replicated “blind” localization processes via a video game translation test finished and commented on by respondents under context-scarce conditions. Data was then triangulated with online surveys and interviews to assess localizers’ considerations towards the “text” as a “web of texts.” Through quantitative and qualitative coding, the paper explores the different elements present in the web(s) and offers a view of the mobile game as a vast entity seen by the translator from an incredibly limited and limiting element, that of the monomodal “text.” Results show that mobile game localizers construct, re-construct, and co-construct the “text” according to previous gaming and translation experiences, or even imagined representations of how, why, and where “texts” are embedded.
Résumé
La multimodalité des jeux vidéo a été déjà discutée, certes souvent du point de vue des sciences du jeu et
des médias (Burn, Andrew. 2016. “Games,
Films and Media Literacy: Frameworks for Multimodal
Analysis.” In Researching New Literacies: Design, Theory, and Data in
Sociocultural Investigation, edited by Michele Knobel and Colin Lankshear, 1–38. Bern: Peter Lang.; Egliston, Ben. 2014. “Multimodality
and the Competitive Metagame: Exploring Issues of Balance in Multimodal Game
Environments.” Proceedings of the 2014 Conference on Interactive
Entertainment. New York, USA. ; Stamenković, Dušan, and Milan Jaćević. 2019. “Video
Games and Multimodality: Exploring Interfaces and Analyzing Video Game Screens Using the GeM
model.” In Multimodality: Disciplinary Thoughts and the Challenge of
Diversity, edited by Janina Wildfeuer, Jana Pflaeging, John Bateman, Ognyan Seizov, and Chiao-I Tseng, 277–294. Berlin, Boston: De Gruyter. ; Toh, Weimin. 2018. A
Multimodal Approach to Video Games and the Player
Experience. London: Routledge. ), mais
aussi de plus en plus en traductologie (Mejías-Climent, Laura. 2017. “Multimodality
and Dubbing in Video Games: A Research Approach.” Linguistica
Antverpiensia 171: 99–113.; O’Hagan, Minako. 2007. “Video
Games as a New Domain for Translation Research: From Translating Text to Translating
Experience.” Journal of Specialised
Translation 111: 211–233.; Vázquez-Calvo, Boris, Liudmila Shafirova, Leticia T. Z. Zhang, and Daniel Cassany. 2019. “An
Overview of Multimodal Fan Translation: Fansubbing, Fandubbing, Fan Translation of Games, and
Scanlation.” In Insights into Audiovisual and Comic Translation.
Changing Perspectives on Films, Comics and Videogames, edited by María del Mar Ogea Pozo and Francisco Rodríguez Rodríguez, 191–213. Córdoba: Ucopress.). On peut néanmoins
noter le peu de travaux portant sur les manières dont les localisateurs de jeux sur mobiles construisent leurs textes
poly-sémiotiques et leurs composantes durant le processus de traduction. A cause de certaines contraintes, les composantes
textuelles d’un jeu vidéo sont habituellement séparées des éléments audiovisuels avant d’être transmises aux localisateurs, qui
sont alors mis face à des « textes » démantelés, comme soumis à la mono-modalité. En outre, le “texte” est entrelacé avec le
langage de programmation, et sous-divisé en fragments déconnectés. Ainsi, les localisateurs de jeux vidéo accomplissent
constamment ce qu’on pourrait appeler une « blind translation » ou traduction aveugle (Dietz, Frank. 2006. “Issues
in Localizing Computer Games.” In Perspectives on
Localisation, edited by Keiran J. Dunne, 121–134. Amsterdam and Philadelphia: John Benjamins Publishing Company. , . 2007. “How
Difficult Can That Be?: The Work of Computer and Video Game Localisation.” Revista
Tradumàtica 51: 1–6.; O’Hagan, Minako, and Carme Mangiron. 2013. Game
Localization: Translating for the Global Digital Entertainment Industry. Amsterdam and Philadelphia: John Benjamins Publishing Company. ; . 2021. Enhancing
Video Game Localization Through Dubbing. Cham: Palgrave Macmillan. ). Notre article se focalise sur la
notion de “texte” multimodal comme réseau de textes ou “web of texts” (. 2021. “Context,
Contextualisation and (Multimodal) Text.” Studies about Languages/Kalbų
studijos 391: 5–18. ) dans le domaine de la localisation de jeux sur mobile, du chinois surtout vers des langues européennes,
mais pas exclusivement. On y analyse d’une part comment des localisateurs professionnels parviennent à construction le sens en
rapport avec le “texte” et le “contexte” dans un support décontextualisé et, d’autre part, comment ils s’efforcent de reconfigurer
la multimodalité par la (re)contextualisation. On a reproduit les processus de la “blind” localisation grâce à un test de
traduction d’un jeu vidéo achevé et commenté par des répondants dans des conditions de contexte limité. On a ensuite croisé les
données avec celles d’un sondage en ligne et des interviews afin d’évaluer les considérations des localisateurs vis-à-vis du
« texte » comme réseau de textes. Avec un codage à la fois quantitatif et qualitatif, on peut explorer les différents éléments
présents dans le réseau, jusqu’à proposer une vision du jeu sur mobile comme une vaste entité élaborée par les traducteurs à
partir du « texte » monomodal, composant limité et limitant. Les résultats montrent que les localisateurs de ces jeux
construisent, reconstruisent, et coconstruisent le “texte” selon leurs expériences antérieures dans les jeux et en traduction, ou
même parfois selon leurs représentations mentales au sujet du comment, pourquoi et où ces « textes » sont enchâssés.
Article outline
- 1.Introduction
- 1.1Mobile game localization: Disassembled multimodal experiences
- 1.2Text and context in decontextualized mobile game localization
- 2.Objectives and methodology
- 3.Results and discussion
- 3.1Demographics and perceptions towards (de-)contextualisation
- 3.2The web of texts from the perspective of decontextualized game localization
- 4.Conclusion
- Notes
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