簡易檢索 / 詳目顯示

研究生: 郭宇舜
Guo, Yu-Shun
論文名稱: 電玩遊戲中譯英策略分析—以《少女前線》為例
Mobile Game Chinese-into-English Translation Strategies Analysis: A Case Study of Girls’ Frontline
指導教授: 胡宗文
Hu, Zong-Wen
口試委員: 胡宗文
Hu, Zong-Wen
鄭永康
Cheng, Yung-Kang
洪媽益
Michael Tanangkingsing
口試日期: 2023/07/04
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: 2024
畢業學年度: 112
語文別: 中文
論文頁數: 104
中文關鍵詞: 電玩遊戲手機遊戲少女前線在地化中譯英翻譯翻譯策略功能學派理論
英文關鍵詞: video games, mobile games, Girls Frontline, localization, Chinese-English translation, translation strategies, functional translation theories
研究方法: 內容分析法文本分析
DOI URL: http://doi.org/10.6345/NTNU202400600
論文種類: 學術論文
相關次數: 點閱:4301下載:401
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 自從電玩遊戲於1950年代問世至今,不僅硬體技術進步迅速,市面上的遊戲類型愈趨繁多的同時,遊戲產品也因為需進入全球不同國家的市場銷售,促成遊戲在地化產業的蓬勃發展,且近年來開發商為追求畫面品質與故事劇情,更是投入巨額資金進行開發,而在地化成也為開發商回收成本不可或缺的一環。此外,行動裝置的普及也使玩遊戲不再是家用主機及電腦的專利,然而卻鮮少有人對手機遊戲文本翻譯進行研究。因此,本研究將以筆者熱愛之手機遊戲《少女前線》中英文本為素材,套用功能學派及多位電玩翻譯研究學者的理論進行歸納,採用文本分析法探討其中譯英翻譯策略並分析背後原因。整體而言,分析發現《少女前線》為了能在螢幕尺寸較小的手機上呈現文本,譯入英文時常運用簡化策略,且影響了遊戲後期原文的撰寫策略,不僅如此,修正策略亦被廣泛應用來修正原文寫作失誤,避免英文版玩家遭遇理解困難,至於其他提及的翻譯決策及現象成因值得後續深入研究。

    Since the first video game was invented in the 1950s, both relevant hardware technologies and game genres have evolved considerably, leading directly to a boom in the localization industry due to the need to sell games on the global market. In recent years, enormous financial investments in pursuit of ultimate graphics quality and sophisticated narratives have become commonplace for game developers. The localization industry therefore plays an indispensable role in helping them recoup initial costs. In addition, thanks to the proliferation of mobile devices, gaming is no longer the domain of game consoles and personal computers. However, translation research regarding mobile game texts is very scarce. This thesis analyzes and categorizes the in-game English texts of Girls Frontline by applying both functional and video game translation theories. The analysis shows that a strategy of deduction is frequently used to display texts with limited sentence length on the mobile devices due to the relatively small screen size. In addition, to avoid difficult-to-understand English, a strategy of revision is widely used to correct errors in the source texts. Other findings mentioned in this analysis are considered potential topics for further research.

    第一章、緒論 1 第一節、研究動機與研究問題 1 第二節、電玩遊戲的發展 2 第三節、電玩遊戲在地化 9 第四節、《少女前線》遊戲介紹 10 第二章、文獻探討 13 第一節、手機遊戲的定義 13 第二節、一般電玩遊戲在地化翻譯的挑戰 15 第三節、手機遊戲的差異與翻譯《少女前線》的挑戰 22 第三章、 應用理論與研究素材 26 第一節、 文本類型歸納與遊戲世界的關係 26 第二節、 紐馬克的語義及溝通翻譯 28 第三節、 韋努第的歸化及異化翻譯理論 30 第四節、 研究素材歸類 31 第五節、 擷取方式及挑選準則 32 第四章、 文本譯例分析 34 第一節、 主線劇情文本 34 第二節、 角色介紹文本 57 第三節、 成就名稱文本 76 第五章、 結論 92 第一節、 研究結果整理及分析 92 第二節、 研究限制 96 第三節、 可能研究方向 98

    大瀧令嗣、陳彥夫、王姵嵐(2014)。電子遊戲產業概論。翰蘆。
    周芷伃(2019)。 從全面禁止到全民娛樂:我國電子遊戲的發展與變遷(碩士論文)。東海大學。
    徐昊(2016)。傳遞忠實遊戲體驗的在地化任務—電玩在地化(碩士論文)國立臺灣師範大學。
    Adams, D. (1995). The Hitchhiker’s Guide to the Galaxy. Del Rey Books.
    Bernal-Merino, M. Á. (2007). Challenges in the translation of video game. Tradumàtica traducció i tecnologies de la informació i la comunicació, 5.
    Bernal-Merino, M. Á. (2011). A brief history of game localisation. TRANS:
    revista de traductología(15), 11-17.
    Campbell, I. C. & Alexander, J.(2021). A Guide to Platform Fees: The Hidden Costs Behind Your Aavorite Apps, Games, and More. The Verge. https://www.theverge.com/21445923/platform-fees-apps-games-business-marketplace-apple-google
    Chroust, G. (2007). Software like a courteous butler - Issues of Localization under Cultural Diversity. Proceedings of the 51st Annual Meeting of the ISSS, Tokyo, Japan.
    https://journals.isss.org/index.php/proceedings51st/article/view/569
    Chojnowski, R. (2016). The Practical Aspects of Video Game Localization. Styles of Communication, 8(1), 71-94.
    DeMaria, R., & Wilson, J. L. (2002). The Illustrated History of Electronic
    Games. McGraw Hill.
    Hemingway, E. (2009). A Farewell to Arms. Vintage Classics UK.
    Google for Games & Newzoo. (2021). Beyond 2021: Where does gaming go next? Google. https://services.google.com/fh/files/misc/beyond2021_apac.pdf
    Liang, L.H. (2022). Genshin Impact Is Becoming One Of The Most Expensive Games Ever Made. The Gamer. https://www.thegamer.com/genshin-impact-most-expensive-game-ever-made/
    Lust, B. (1983). On the Notion "Principal Branching Direction:" A Parameter of Universal Grammar. In Y. Otsu et al (Eds.), Studies in Generative Grammar and Language Acquisition. Tokyo Gakugei University.
    Mangiron, C., & O’Hagan, M. (2006). Game localisation: unleashing imagination with ‘restricted’translation. The Journal of Specialised Translation, 6(1), 10-21.
    Newzoo. (2018). Taiwan Games Market 2018. Newzoo. https://newzoo.com/insights/infographics/taiwan-games-market-2018/
    Nord, C. (2005). Text analysis in translation: Theory, methodology, and didactic application of a model for translation-oriented text analysis. Rodopi.
    Newman, J. (2004). Videogames. Routledge.
    Newmark, P. (1988). A Textbook of Translation. Pearson Education.
    O'Hagan, M. (2009). Towards a Cross Cultural Game Design: an Explorative Study in Understanding the Player Experience of a Localised Japanese Video Game. The Journal of Specialised Translation, 11, 211-233.
    O'Hagan, M., & Mangiron, C. (2013). Game Localization: Translating for the global digital entertainment industry (Vol. 106). John Benjamins.
    Reiss, K., & Vermeer, H. J. (2014). Towards a general theory of translational action: Skopos theory explained. Routledge.
    Rowling, J. K. & Grandpré, Mary (ILT). (2000) Harry Potter and the Chamber
    of Secrets. Scholastic Paperbacks.
    Rozner, S. (2020). A Short Summary of Mobile Game's History. In R. Dillon (Ed.), The Digital Gaming Handbook (1st ed.). CRC Press.
    Statista. (2022). Size of the mobile gaming market in China from 2015 to 2019 with estimates until 2023. Statista. https://www.statista.com/statistics/310179/china-mobile-gaming-market-size/
    Sensor Tower. (2022). 2022年1月手游发行商收入TOP30|App Store + Google Play. Sensor Tower. https://sensortower-china.com/zh-CN/blog/highest-earning-cn-game-publishers-for-jan-2022-CN/
    Venuti, L. (1995). The Translator's Invisibility. Routledge.
    Wijman, T. (2021). Global Games Market to Generate $175.8 Billion in 2021; Despite a Slight Decline, the Market Is on Track to Surpass $200 Billion in 2023. Newzoo. https://newzoo.com/insights/articles/global-games-market-to-generate-175-8-billion-in-2021-despite-a-slight-decline-the-market-is-on-track-to-surpass-200-billion-in-2023/

    下載圖示
    QR CODE