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Video Game Translation and Cognitive Semantics

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Mateusz Sajna

The book concentrates on video game translation from the perspective of cognitive semantics. One of its objectives is to assert that translators’ knowledge of cognitive semantics can affect translation, i.e. decoding the sender’s mental states and evoking particular mental states in the target language recipient. The work is interdisciplinary and draws on such fields as games studies, cognitive semantics, and translation studies. It also aspires to complete gaps in the scientific research on video games, systematize the knowledge of localization, and ascertain the role played by translators in the localization process. The research material consists of eight video games which belong to different genres, and the investigated English video game texts cover almost 3000 standard pages.

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Chapter 4: Video Games And Blending

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Chapter 4:  Video Games And Blending

Overview

Chapter 4 presents a practical translation analysis of selected blending examples retrieved from the analyzed video games. It commences with an introduction whose purpose is to present to the readers how a selection of particular lexemes might affect the translation. Next, it proceeds to the presentation of seven techniques (or regularities) observed in the analysis of the collected research material. Each technique is consecutively discussed and illustrated with examples. Furthermore, the scrutinized examples of professional translations undergo certain alterations and their consequences are investigated. Last but certainly not least, there is a discussion on the future of video games in general and video game translation in particular.

4.  Hors-d’oeuvre

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