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Video Game Translation and Cognitive Semantics


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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Concluding Remarks And Summary


In investigating the connections between conceptual blending and the rendition of video games, this project commenced with the main assumption that a knowledge of cognitive linguistics provides a better insight into the functioning of language, which in turn allows translators more efficient and conscious manipulation of their translations – an ability which is particularly useful in the translation of video games, whose main objective is to stimulate the sales of a given title.

Apart from the aforementioned assumption, this project has also made the additional premises that:

– video games constitute software produced for entertainment purposes. From the perspective of players they are supposed to provide gamers with amusement comparable with that of television or books (although games are dissimilar in many respects). From the perspective of publishers or developers video games are supposed to generate the highest possible revenues;

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