Please use this identifier to cite or link to this item: http://hdl.handle.net/10077/23194
Title: Localizzare vuol dire tradurre? Il caso dei videogiochi
Authors: Paolo, Panena
Perego, Elisa
Keywords: Localisationvideogametranscreationinternationalisationlocaliser
Issue Date: 2018
Publisher: EUT Edizioni Università di Trieste
Source: Panena Paolo, Perego Elisa, "Localizzare vuol dire tradurre? Il caso dei videogiochi", in "Rivista internazionale di tecnica della traduzione n.20 - 2018", Trieste, EUT Edizioni Università di Trieste, 2018, pp. 131-147
Journal: Rivista internazionale di tecnica della traduzione = International Journal of Translation 
Abstract: 
This paper reviews current academic literature investigating videogame localisation and illustrates a case study. The academic interest in videogame localization is increasing thanks to the growth of the digital entertainment industry, which is nowadays a huge global business. In such a context, localisation is an essential phase in the development of a videogame: almost every publisher needs to sell videogames in more languages at the same time, in order to reach as many markets as possible. Tightly intertwined with the internationalisation, the adaptation to the target market turns out to be a key element for the success of the videogame in a foreign market. Consequently, localisers and their creativity play an active role in granting such success. Through a short analysis of this complex process, which differs from the localisation of the other types of software and is sometimes referred to as transcreation, this paper aims to present its main aspects, also through some examples taken from a case study.
Type: Article
URI: http://hdl.handle.net/10077/23194
ISSN: 1722-5906
eISSN: 2421-6763
DOI: 10.13137/2421-6763/23194
Rights: Attribution-NonCommercial-NoDerivatives 4.0 Internazionale
Appears in Collections:Rivista internazionale di tecnica della traduzione n.20 - 2018

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