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研究生: 徐昊
Hsu, Hao
論文名稱: 傳遞忠實遊戲體驗的在地化任務—電玩在地化
Game Localization‭: ‬A Quest for Fidelity in Video Games
指導教授: 李根芳
Lee, Ken-Fang
學位類別: 碩士
Master
系所名稱: 翻譯研究所
Graduate Institute of Translation and Interpretation
論文出版年: 2016
畢業學年度: 104
語文別: 中文
論文頁數: 155
中文關鍵詞: 電玩遊戲多媒體翻譯在地化全球化
英文關鍵詞: video games, multimedia, translation, localization, globalization
DOI URL: https://doi.org/10.6345/NTNU202205122
論文種類: 學術論文
相關次數: 點閱:448下載:194
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  • 自1962年MIT開發出史上第一個電子遊戲《Spacewar‭!‬》至今,電玩遊戲的精緻程度已不可同日而語。驚人的動畫技術、精彩複雜的故事劇情、以無窮想像力所開發出來的廣大自由世界,這些全讓現代的電玩遊戲不僅僅是一種娛樂,而成為一種文化現象,對文學、電影、音樂等各種多媒體造成影響。在全球化的環境之下,電玩遊戲跟著走向不同國家的市場,在地化的需求逐漸浮現。電玩在地化自1980年代起便開始運作,然而,翻譯研究學界自2000年之後才開始出現相關學術文章。可惜的是,臺灣學界至今仍未有相關研究。此研究首先從目的論的功能分析角度切入,以實際電玩遊戲文本做為案例,分析電玩遊戲當中各種可翻譯的元素、其文本種類及翻譯策略,接著再透過訪談討論臺灣電玩在地化產業的案例,並套用學者對於在地化的理論,探討臺灣市場在世界與亞洲的特殊性質與定位,為臺灣學界奠下電玩在地化研究的基礎。

    Video games have come a long way since the first electronic game‭ ‬"Spacewar‭!‬‭" ‬was invented at MIT in 1962‭. ‬With amazing animation‭, ‬sophisticated storylines and wild fantasy worlds for players to freely explore‭, ‬modern video games are no longer just entertainment‭, ‬but a cultural phenomenon‭, ‬exerting influence on literature‭, ‬movies‭, ‬music and other areas‭. ‬In a globalized society‭, ‬video games are not only sold in their country of origin‭, ‬but the world over as well‭, ‬creating the need for localization‭. ‬Game localization has existed since the 1980s‭, ‬but was not a focus of translation theorists until the year 2000‭. ‬While many related articles and books have been published in English since then‭, ‬Taiwan has yet seen academic research on this topic‭. ‬This thesis first analyzes game texts through case study and discusses text types and translation strategies through functionalist approaches‭. ‬Moreover‭, ‬a case study of‭ ‬a‭ ‬game localization center is used to introduce the game localization industry in Taiwan and is the basis for discussion on Taiwan’s role in the Asian and world markets‭.‬

    第一章 緒論 1 第一節、研究背景、動機與研究問題 1 第二節、研究架構 4 第三節、電玩遊戲與電玩在地化簡介 5 1-3-1 電玩遊戲(video game) 5 1-3-2 電玩主機(video game console) 8 1-3-3 電玩在地化(game localization) 12 1-3-4 遊戲類型(game genre) 13 第四節、文本介紹 17 第二章 文獻回顧 21 第一節、GILT產業 21 2-1-1 全球化(Globalization) 22 2-1-2 國際化(Internationalization) 24 2-1-3 在地化(Localization)與翻譯(Translation) 26 2-1-4 文化調整(Culturalization) 28 第二節、在地化規模與遊戲資產(Game Assets) 31 2-2-1 在地化規模 31 2-2-2 遊戲資產(game asset) 32 第三節、電玩文本功能分類 37 第四節、影視翻譯與電玩在地化 43 第五節、創譯(Transcreation)與電玩在地化 47 第三章 電玩文本功能分析案例 53 第一節、影音資產 54 3-1-1 過場劇情畫面 55 3-1-2 角色對話 60 3-1-3 遊戲內收音機系統 67 3-1-4 小結 71 第二節、遊戲內文本資產 72 3-2-1 敘事文本 73 3-2-2 使用者選單介面 85 3-2-3 使用者介面專有名詞 89 3-2-4 教學指示、任務目標 96 3-2-5 系統訊息 99 3-2-6 小結 101 第三節、美術資產 102 3-3-1 資訊類美術圖樣 103 3-3-2 裝飾類美術圖樣 105 3-3-3 任務資訊板 107 3-3-4 小結 110 第四節、遊戲外副文本 111 3-4-1 遊戲光碟包裝盒 111 3-4-2 遊戲手冊 113 3-4-3 官方網站 115 3-4-4 小結 117 第五節、案例分析總結 119 第四章 臺灣產業案例研究 121 第一節、訪談架構 121 第二節、綜合整理討論 122 第五章 結論與建議 132 參考文獻 136 附錄 143

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