Departamento de
Traducción e Interpretación


Tema:   Audiovisual. Género. Corpus. Obra. 'inFamous 2.'
Autor:   Silva, Fernando da
Año:   2016
Título:   The mapping of localized contents in the videogame inFamous 2: a multimodal corpus-based analysis
Lugar:   Florianópolis (Santa Catarina)
Editorial/Revista:   Universidade Federal de Santa Catarina - UFSC
Páginas:   307
Idioma:   Inglés
Tipo:   Tesis
Disponibilidad:   Acceso abierto
Índice:   1. Introduction; 2. Review of Literature; 3. Games and multimodal resources; 4. Methods; 5. Results and discussion
Resumen:   This dissertation aims at analyzing how localization practices operate in video games from the perspective of the fields of Translation Studies and multimodal corpus-based research. Furthermore, it intends to investigate how the video game inFamous 2 (PS3) and its localized counterpart is constrained by implicit cultural specificities in their Brazilian-Portuguese translation and specificities of its very own media. As a secondary objective, but not less important, this study aims at developing a systemic representation of localized content in video game interactions by providing a computer-assisted framework of annotation for written and audio-visual data. This analysis was based on the annotated data performed by the software ELAN. The methodological and analytical framework also have the purpose of observing and describing the aspects of terminological consistency, cultural awareness, narrative and semantic prosodic nature within the linguistic pairs En-US and Pt-Br in the dialogue lines belonging to the characters in the game. As for the results obtained, the annotation framework used informed slight changes in terms of the evaluative language that accompanied the dialogue lines of the certain characters, who are part of the game's plot. The lexical profile observed in the dialogue lines associated to these characters displayed an attenuation in the semantic prosodic features in terms of collocation profile and language register. Finally, the discussions and interpretations expanded from the data collected are used to systematically map the practices involved in digital game localization by drawing upon the practical aspects of this field of expertise in translation studies. [Source: Author]
Agradecimientos:   Record supplied by Francisco Pérez Escudero
2001-2019 Universidad de Alicante DOI: 10.14198/bitra
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