Article published In: The Journal of Internationalization and Localization
Vol. 5:1 (2018) ► pp.49–73
When a robot understands Brazilian Portuguese
Published online: 10 August 2018
https://doi.org/10.1075/jial.00010.vid
https://doi.org/10.1075/jial.00010.vid
Abstract
This paper sets out to highlight some of the complexities involved in the game localization process by presenting a case study centered on the educational game Ludwig. It was released in Austria in 2011 just in German and later, due to its success, it was later localized into English, Brazilian Portuguese, Chinese and Japanese. The case study focusses on the localization of the language pair English-Brazilian Portuguese and the theoretical framework relies on the notion of Paratranslation (Yuste Frías, José. 2012. “Inhabiting the Image for the Para-Translation of Video Games.” Fun for All: II International Conference on Translation and Accessibility in Video Games and Virtual Worlds: Searching for Best Practices. Barcelona.).
Keywords: game localization, translation, case study, educational games
Article outline
- 1.Introduction
- 2.Game localization
- 3.Paratext and paratranslation
- 3.1Paratext
- 3.2Paratranslation
- 4.Educational games
- 5.Case study
- 5.1Educational games at steam platform
- 5.1.1 Ludwig
- 5.2Corpus of study
- 5.1Educational games at steam platform
- 6.Results
- 6.1Peritexts
- 6.2Epitexts
- 6.2.1The game website
- 6.2.2Go4Gold (Boa Compra) and Games for Change – Latin America websites
- 6.3Educational content of Ludwig
- 7.Final remarks
- Acknowledgements
References
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2019. Pandemic, localization and change of guard. The Journal of Internationalization and Localization 6:2 ► pp. 69 ff.
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