Figures and tables
Acknowledgements
About this book
Aim and structure of the book
Target readers
Conventions used in this book
Glossary
Prologue
Introduction
Rationale
Context
An overview of translation studies research trajectoriesin game localization
General trends in game localization research
Key research areas
Approach
CHAPTER 1 The video game and translation Introduction
1.1 A historical sketch of video game localization
1.1.1 Early days:Before the mid-1980s
1.1.2 Growth phase:The mid-1980s to mid-1990s
1.1.3 Development phase:The mid-to late 1990s
1.1.4 Maturing phase:Early 2000 to 2005
1.1.5 Advancing phase:2005 to the present
1.2 Video games:Domain,terminology and characteristics
1.2.1 Key terminology:Video game vs.computer game
1.2.2 Defining a video game
1.2.3 Game genres
1.2.4 Video games as transmedia
1.2.5 Video game theory:Narative theory versus play theory
1.3 The structure of the video game industry
CHAPTER 2 The localization paradigm:Localization versus translation Introduction
2.1 Software localization defined by practice:Internationalization
2.2 New dimensions of localization
2.2.1 Cultural representations and adaptation requiredin software localization
2.2.2 Localization facilitated by technology
2.3 Localization in Translation Studies
2.4 Game localization or game translation?
2.5 An absence of agency in localization speak
CHAPTER 3 Game localization:A practical dimension Introduction
3.1 Video games and GILT:Localization-friendly game development
3.2 Game localization models
3.2.1 Outsourcing model
3.2.2 In-house model
3.3 Game assets requiring localization
3.3.1 In-game text
3.3.2 Art assets
3.3.3 Audio and cinematic assets
3.3.4 Printed materials
3.4 The localization process
3.4.1 Pre-localization
3.4.2 Translation