文档价格: | 1000金币立即充值 | 包含内容: | 完整论文 | 文章下载流程 | |||||
文章字数: | 8196 字 (由Word统计) | 文章格式: | Doc.docx (Word) | 本站文章可以通过查重吗? |
摘要
游戏本地化,也称为游戏翻译,是指在语言,文化,法律和技术上使游戏适应特定的市场。目的是帮助其他国家的玩家获得沉浸式的体验。武侠游戏是中国传统文化的载体,这要求译者必须对源文化和目标文化有很好的了解。根据玩家在论坛上对翻译文本的反馈,本文从目的论的视角,举例分析了NPC(非玩家操纵角色)名称、武功名称和道具名称的翻译,旨在提出切实可行的翻译策略,满足玩家的期待。
关键词: 游戏本地化 目的论 九阴真经
Contents
Abstract I
摘 要 II
Chapter One Introduction 1
1.1 Research Background 1
1.2 Research Objectives 2
1.3 Data and Research Methods 2
1.4 Structure of the Thesis 3
Chapter Two Literature Review 4
2.1 Introduction 4
2.2 The Introduction of Chinese Martial-arts Game 4
2.3 Previous Studies on Game Localization 5
2.3.1 Previous Studies on Game Localization Abroad 5
2.3.2 Previous Studies on Game Localization at Home 5
2.4 Summary 7
Chapter Three Theoretical Framework—Skopos Theory 8
3.1 Introduction 8
3.2 The Origin and Development of Skopos Theory 8
3.3.1 Skopos Rule 10
3.3.2 Coherence Rule 10
3.3.3 Fidelity Rule 11
3.4 Skopos Theory and the Localization Translation of Martial-art Game 11
3.5 Summary 12
Chapter Four Analysis of the Martial-arts Game’s Translation in Age of Wushu from the Perspective of Skopos Theory 13
4.1 Introduction 13
4.2 General Introduction of Age of Wushu 13
4.3 Gamer's Feedback on Translation Quality 14
4.4 Analysis Based on Gamer’s Feedback 15
4.4.1 Inconsistent Item Names 15
4.4.2 Unexplained Culturally-Loaded Words 17
4.5 Strategies Adopted in the Localization Translation of Martial-arts Game in Age of Wushu 18
4.5.1 Transliteration 18
4.5.2 Literal translation 20
4.5.3 Free Translation 23
4.5.4 Transcreation 24
4.6 Summary 26
Chapter Five Conclusion 27
5.1 Major Findings 27
5.2 Limitations and Suggestions for Future Study 28
Bibliography 29
Acknowledgments 30