Article published In: Digital Translation
Vol. 11:2 (2024) ► pp.140–161
Janky or non-fluent?
A small-scale practitioner survey on Chinese-English videogame localisation approaches
Published online: 6 January 2025
https://doi.org/10.1075/dt.22015.sta
https://doi.org/10.1075/dt.22015.sta
Abstract
At a time when China is one of the world’s largest videogame markets, the English translation of some
Chinese-developed videogames is still regarded by some players as inadequate, or “janky”, the term originally used to describe a
technical glitch (Cooper, Ryan. 2018. The
joy of
jank. Unwinnable. Accessed May. [URL]). This preliminary study surveyed localisation
specialists active in Chinese into English (ZH-EN) videogame localisation to probe into their localisation methods and the reasons
behind them, and determine whether localisers indeed used a “janky” translation as the result of lack of experience and training,
or whether it was a deliberate translation decision, as in “non-fluent” translation (Brownlie, Siobhan. 2010. “Committed
Approaches and Activism.” In Handbook of Translation
studies by Yves Gambier and Luc Van Doorslaer, eds. John Benjamins: 45–48. ). The collected data was analysed to investigate the plausibility of the assumption that Chinese-developed
videogames rendered into English sometimes employ marked English, as in China English, to intentionally identify them as
Chinese-made. Results of the explorative small-scale survey of professionals were found to be largely in favour of optimal English
fluency, including the omission of culturally locked elements such as idiomatic phrases, suggesting that “janky”, rather than
“non-fluent”, translation resulted, most likely due to a limited experience and lapses in quality assurance.
Keywords: videogames, localisation, translation, Chinese, AVT, Janky, non-fluent
Article outline
- 1.Introduction
- 2.Erroneous Janky Renderings versus Purposeful Non-Fluency
- 3.Literature review
- 3.1Videogames in China
- 3.2Videogame translation and localisation
- 3.3Identity
- 3.4Language function: China English
- 4.Methodology
- 5.Results
- 5.1Participants
- 5.2Professional practice
- 5.3Translation theory knowledge and training
- 5.4Attitudes to localisation: Industry
- 5.5Attitudes to localisation: Translator preferences
- 5.6Attitudes to localisation: Culture
- 5.7Attitudes to localisation: Budget
- 5.8Player experience
- 6.Discussion
- 6.1Translation
- 6.2Business
- 6.3Identity
- 7.Conclusion
References Ludography
References (78)
Bernal-Merino, Miguel. 2006. “On
the Translation of Video Games.” The Journal of Specialised
Translation, 61. [URL]
. 2007a. “Challenges
in the Translation of Video Games.” Revista Tradumàtica — Traducció i Tecnologies de la
Informació i la Comunicació 05: Localització de videojocs. [URL]
. 2007b. “Localisation
and the Cultural Concept of Play in Games.” Digital or Visual Products,
gamecareerguide.com. [URL]
. 2008. “Creativity
in the Translation of Videogames.” Quaderns de Filologia. Estudis
literaris, Vol. XIII1, 57–70.
. 2009. “Video
Games and Children’s Books in Translation.” The Journal of Specialised
Translation 11 (1): 234–247.
. 2015. Translation
and Localisation in Video Games: Making Entertainment Software
Global, Abingdon: Routledge.
Brownlie, Siobhan. 2010. “Committed
Approaches and Activism.” In Handbook of Translation
studies by Yves Gambier and Luc Van Doorslaer, eds. John Benjamins: 45–48.
Cooper, Ryan. 2018. The
joy of
jank. Unwinnable. Accessed May. [URL]
Dawis, Aimee. 2009. “China
and the Cultural Identity of the Chinese in Indonesia.” In Connecting
and Distancing: Southeast Asia and China by Leong, Ho Kai, eds. ISEAS–Yusof Ishak Institute, 153–184.
De Pedro Ricoy, Raquel. 2007. “Internationalization
vs. Localization: The Translation of Videogame
Advertising.” Meta 52 (2): 260–275.
Díaz-Cintas, Jorge, and Zhang Juan. 2022. “Going
Global Against the Tide: The Translation of Chinese Audiovisual
Productions.” Bable 68 (1): 1–23.
Dietz, Frank. 2007. “How
Difficult Can That Be?” Revista Tradumàtica — Traducció i Tecnologies de la Informació i la
Comunicació 05: Localització de Videojocs. [URL]
Dong, Luo and Carme Mangiron. 2018. “Journey
to the East: Cultural adaptation of video games for the Chinese market.” Journal of Specialised
Translation, 291: 149–168.
Esselink, Bert. 2000. A
Practical Guide to Localization. Amsterdam: John Benjamins Publishing Company.
Ethnologue. Languages of the World:
English. Accessed July. [URL]
Fitch, Adam. 2018. “Hangzhou
opens its own esports town.” Game
Informer. Accessed May. [URL]
Folaron, Debbie. 2019. Technology,
Technical Translation and Localization. In The Routledge Handbook of
Translation and Technology by Minako O’Hagan eds. Abingdon: Routledge: 209–219.
Fung, Anthony Y. H. and Sarah Xueting Liao. China. 2015. In Wolf, Mark J. P. eds. Videogames Around the
World. Massachusetts: The MIT Press.
Gries, Peter Hays. 2004. China’s New Nationalism: Pride,
Politics, and Diplomacy. London: University of California Press.
Gries, Peter Hays, Qingmin Zhang, Michael H. Crowson, and Huajian Cai. 2011. “Patriotism,
Nationalism and China’s US Policy: Structures and Consequences of Chinese National
Identity.” The China
Quarterly, 2051: 1–17.
Ho, Benjamin. 2021. China’s
Political Worldview and Chinese Exceptionalism: International Order and Global
Leadership. Amsterdam: Amsterdam University Press.
Krumpal, Ivar. 2013. “Determinants
of Social Desirability Bias in Sensitive Surveys: A Literature Review.” Qual
Quant, 471: 2025–2047.
Kubota, Ryuko, and Lori Ward. 2000. Exploring
Linguistic Diversity Through World Englishes. English
Journal, 89 (6): 80–86.
Liao, Sara Xueting. 2016. “Japanese Console Games
Popularization in China: Governance, Copycats, and Gamers.” Games and
Culture, 111: 275–97.
Lin Thomala, Lai. 2024. “Total
Revenue of Video Game Industry in China from 2013 to 2
023.” Statista. Accessed May. [URL]
Mandiberg, Stephen. 2017. “Fallacies
of Game Localization: Censorship and #TorrentialDownpour.” The Journal of Internationalization
and
Localization, 4 (2): 162–182.
. 2015. “Playing
(with) the Trace: Localized Culture in Phoenix Wright.” Kiphanos: Journal of Media Studies and
Popular
Culture, 51: 11–141.
Mangiron, Carme. 2004. Bringing
Fantasy to Reality: Translating Final
Fantasy. Accessed May. [URL]
. 2012. “The
Localisation of Japanese Videogames: Striking the Right Balance.” The Journal of
Internationalization and
Localization, 21: 1–20.
. 2016. “Games
Without Borders: The Cultural Dimension of Game Localisation.” Hermeneus– Revista de Traducción
e
Interpretación, 181: 187–208.
. 2017. “Research
in Game Localisation: An Overview.” Journal of Internationalization and
Localization. 4 (2), 74–99.
Maxwell-Chandler, Heather. 2005. The
Game Localization Handbook. Massachusetts: Charles River Media.
Niko Partners. 2021. Niko
Blog. Accessed May. [URL]
Newzoo. 2017. The Chinese Gamer
2017. Accessed June. [URL]
. 2020. Global Games Market Report
Light Version. Accessed July. [URL]
. 2022. Top 10 Countries/Markets by
Game Revenues. Accessed July. [URL]
Nunes Vieira, Lucas, Valentina Ragni and Elisa Alonso. 2021. “Translator
Autonomy in the Age of Behavioural Data.” Translation, Cognition &
Behavior.
O’Hagan, Minako and Carme Mangiron. 2013. Game
Localization: Translating for the Global Digital Entertainment
Industry. Amsterdam: John Benjamins Publishing Company.
O’Hagan, Minako. 2007. “Videogames
as a New Domain for Translation Research.” Revista Tradumàtica — Traducció i Tecnologies de la
Informació i la Comunicació, 51.
. 2009. “Towards
a Cross-cultural Game Design: An Explorative Study in Understanding the Player Experience of a Localised Japanese
Videogame.” The Journal of Specialised
Translation 111.
Persona Problems. 2020. Persona
Problems. Accessed May. [URL]
PM_ME_YOUR_ROBOTGIRL. (2021). You
Should Not Trust the English
Translation. r/Genshin_Impact. Accessed April. [URL]
Qiong, Hu. 2004. “Why
China English Should Stand Alongside British, American, and the Other ‘World
Englishes’.” English
Today 20 (2): 26–33.
Seljan, Mateusz. 2014. “Computer-assisted
Translation Tools and Videogame Rendition.” The Translator and the
Computer 21: 105–118.
Sichuan Film and Television
University. 2021. 数字媒体艺术游戏竞技(本科四年)shuzi meiti yishu youxi jingji (benke si nian) Digital Media, Art and Esports (4-year bachelor’s
degree). Accessed May. [URL]
Statista. 2022. Videogames —
Worldwide. Accessed May. [URL]
The State Council,
PRC. 2014. “Regulations on the Administration of Audiovisual
Products.” The State Council, The People’s Republic of
China. Accessed May. [URL]
The State Council, PRC. 2019. “China
Sees Increasing Audience for Online Videos, Games and Literature.” The State Council, The
People’s Republic of China. Accessed May. [URL]
Thomala, Lai Lin. 2020. “Gaming in
China.” Statista. Accessed May. [URL]
TOPDAWG21 and
Djbabj. 2024. “Crunchyroll is looking to replace translator by
AI.” Reddit. Accessed May. [URL]
Tsu, Jing and David Der-wei Wang, eds. 2010. Global
Chinese Literature: Critical
Essays. Leiden: Brill.
Valli, Paulo. 2019. “Fundamentals
of Localization for Non-localizers.” In Translation and Localization:
A Guide for Technical and Professional Communicators by Bruce Maylath and Kirk St. Amant, eds. London: Routledge: 113–133.
Venuti, Lawrence. 1999. The
Scandals of Translation: Towards an Ethics of
Difference. Abingdon: Routledge.
Wang, Dingkun and Xiaochun Zhang. 2017. “Fansubbing
in China: Technology-facilitated Activism in
Translation.” Target. 291: 301–318.
Wang, Dingkun, Xiaochun Zhang and Arista Szu-Yu Kuo. 2020. “Researching
inter-Asian audiovisual
translation.” Perspectives. 28 (4): 473–486.
Woetzel, Jonathon, Gordon Orr, Alan Lau, Yougang Chen, Michael Chui, Elsie Chang, Jeongmin Seongmin and Autumn Qiu. 2014. “China’s
Digital Transformation.” McKinsey Global
Institute. Accessed May. [URL]
Wong, Donna and Yue Meng-Lewis. 2023. “Esports
Diplomacy — China’s Soft Power Building in the Digital Era.” Managing Sport and
Leisure 28 (3): 247–269.
Xinhua News Agency. 2021. “Why China
Acts Tough to Limit Online Gaming for Minors?” Xinhua
News. Accessed May. [URL]
Yurikatt. 2023. Steam reviews:
Depersonalization. Accessed May. [URL]
Zhang, Lin. 2013. “Productive
vs. Pathological: The Contested Space of Videogames in Post- Reform China
(1980s–2012).” International Journal of
Communication 71: 2391–2411.
Zhang, Lihua. 1995. “A
Contrastive Study of Aspectuality in German, English, and Chinese.” Studies in
Language 21 (3): 686–697.
Zhang, Xiaochun. 2008. “‘Harmonious’
Games Localization for
China.” MultiLingual, October/November: 47–50.
Zhang, X. 2010b. “Challenges
of Internet Slang in Game Localization in
China.” MultiLingual, October/November: 40–43.
Zhang, Xiaochun. 2011. “Games
in China: Virtual Assets and
Localization.” MultiLingual, March: 35–39.
