• Title/Summary/Keyword: 게임 번역

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How do game fan translators translate? - Through A case of localization of 'Dragon Age Inquisition' - (게임 팬 번역가들은 어떻게 번역하는가? - '드래곤 에이지 인퀴지션(Dragon Age: Inquisition)'의 현지화 사례를 통해 -)

  • Park, Su-Jin
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.115-132
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    • 2021
  • This study seeks to examine the aspects of the translation and translation activities of game fan translators through the localization case of 'Dragon Age Inquision'. The interaction and experience of the game are game fan translation, giving various motivations and generating translation kinetics. The study confirmed the motivation by observing the process of game fan translation, which shows the characteristics of producers and recipients at the same time, and interviewing game fan translators. The translation of the game fan will reveal the productive aspect of the game fandom, and then I suggest a point where the game culture should discuss the fan translation.

Study on Explicitation Strategy in English-Korean Game Translation A Case Study of 'League of Legends' - (영한 게임 번역에서의 명시화에 관한 고찰 게임 '리그 오브 레전드'를 중심으로 -)

  • Kim, Hong-kyun
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.117-132
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    • 2021
  • This paper investigates how information game users needs to play game is offered to game user by applying the notion of explicitation toward translated game texts. By using League of Legends' Character lines, Character Abilities and Equipment Description texts as a case, this paper focused on how 'Insertion(addition)' and 'Replacement' method are applied toward game translation and which information is being explicitated. As a result, this paper found out that translation on Player vs. Player genre game, explicitation occurs by adding or replacing words containing information needed, and information about game control was prioritized among other information related with game universe and culture.

Case Study : Translation Techniques for Puns in Game Localization Processes (게임 현지화 작업에서의 언어유희 표현 번역 사례)

  • Park, Taejung
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.571-578
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    • 2013
  • It is a necessity to localize various elements when one tries to introduce any games developed from foreign cultures and languages. This whole process is called "localization (l10n)" which inevitably includes translation tasks. In this process, one should convert multiple unique elements into the required cultural and linguistic environments. This paper provides actual localization cases of "puns" appear in an adventure game, which is especially difficult; also it presents several typical types of translations for the puns that professional translators try. By this observation, this paper discusses some characteristics of game, as a medium, which are different from those of traditional media and proper approaches to translate "puns."

Copying Theory in Translating Games: Based on the Game 'League of Legends' (게임 번역에서의 외래어 사용에 대하여: 게임 '리그 오브 레전드'를 중심으로)

  • Won, Ho-Hyeuk;Gu, Bon-Hyeok;Kim, Hyoung-Youb
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.135-148
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    • 2018
  • In this study, we suggest that Copying Theory suggested by Pym could be effective in translating games. Languages used in games are based on English because of the history of games mainly developed in America. When people are playing games, people pursue effective communication. Because of this, they transform translated words into simple forms or original foreign languages to communicate each other for effective communication, The usage of English in game translation and communication support the idea that Copying strategy could be effective in translating games.

Creative and Cultural Free Korean Translation in the Game 'Hearthstone' (게임 '하스스톤'의 창조적·문화적인 한국어 의역에 대하여)

  • Won, Ho-Hyeuk;Gu, Bon-Hyeok;Kim, Hyoung-Youb
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.163-182
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    • 2020
  • In this research we attempt to observe the creative and cultural liberal translation for 'Hearthstone'. Also we examine the reaction of the game players when they face the translated expressions. At first, we consider the free translation methods. Then, we contemplate how the translating skills are employed. Next, the response of the game users is weighed through the questionnaires survey. Based on the results the players prefer the closeness between the original and the altered text. Otherwise, they tend to grant the freely translated terms without finding the proper terms.

Study of Contents Localization Case on the Game 'Paper, Please': Based on the Korean and North Korean Translations (게임 'Paper, Please'의 번역을 통한 콘텐츠 현지화 사례 연구: 한국어와 문화어 번역의 차이를 중심으로)

  • Won, Ho-Hyeuk;Gu, Bon-Hyeok;Kim, Hyoung-Youb
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.145-160
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    • 2019
  • In this research, we attempt to suggest the differences between Korean translation and the North Korean translation of the game 'Paper, Please'; moreover, we will consider about the effect of language and image on localization through this. North Korean language and cultural contents in 'Paper, Please' are evaluated well by many people that they show real life of North Korea even though there are some errors like loanword translations and using anachronic symbol, 'Kaksital' as secret organization. Through the research, we could know that people could concentrate on cultural contents by images and motives without critical errors so have fun.

표지 인터뷰-"한국현대번역문학사 연구" 펴낸 김병철 교수

  • Park, Cheon-Hong
    • The Korean Publising Journal, Monthly
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    • s.238
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    • pp.2-3
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    • 1998
  • 관련자료의 수집은 이만저만 어려운 게 아니었습니다. 초기 번역본은 대부분 번역자가 원서명을 밝히지 않은 채 저서라고 했기 때문에 일일이 번역본과 원본을 대조해야 했지요. 게다가 자료의 대부분은 개인장서라 열람이 불가능한 경우도 많았습니다.

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A Study on Game Localization with the Game 'Lobotomy Corporation': Based on Translation Considering Characteristics (게임 '로보토미 코퍼레이션'을 통한 게임 현지화 연구: 캐릭터성을 고려한 번역을 대상으로)

  • Won, Ho-Hyeuk;Gu, Bon-Hyeok;Kim, Hyoung-Youb
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.87-102
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    • 2018
  • In this study of effective game localization, we attempt to gauge the influence of characteristics on the translation of the texts in games. In general, the characters in the games that feature interactive story-telling structure have a huge impact on events that occur in the games. Additionally, in case the origin of the characters are closely connected with either cultural factors or symbolisms, the relation between characters and stories tends to be stronger. In this research, the characteristics of the characters in the game 'Lobotomy Corporation' - featuring characteristics based on 'The Tree of Sepiroth' of Kabbalah - will be analyzed in depth; then, the result will lead us to suggest the method of proper translation in order to show how to localize the games effectively in future.

Design and Implementation of a Java Bytecode-to-SAF Translator for the Ubiquitous Game Platform (유비쿼터스 게임 플랫폼을 위한 Java Bytecode-to-SAF 번역기의 설계 및 구현)

  • Park, Sang-Hoon;Lee, Yang-Sun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.05a
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    • pp.1512-1515
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    • 2007
  • 본 연구팀은 유비쿼터스 환경에서 다양한 분야의 콘텐츠를 보다 쉽게 개발하고 실행할 수 있는 통합 소프트웨어 개발 솔루션인 유비쿼터스 게임 플랫폼(Ubiquitous Game Platform)을 개발하였다. 유비쿼터스 게임 플랫폼은 C/C++ 언어와 자바 언어를 모두 지원하며, 가상기계 방식이기 때문에 여러 임베디드 기기에서 독립적으로 수행이 가능하다는 장점이 있다. 본 논문에서는 유비쿼터스 게임 플랫폼에서 자바 언어로 작성된 콘텐츠를 실행할 수 있도록 하기 위해 자바 바이트코드를 유비쿼터스 게임 플랫폼의 중간언어 형식인 SAF(Standard Assembly Format)로 변환해주는 Java Bytecode-to-SAF 번역기를 설계하고 구현하였다. Java Bytecode-to-SAF 번역기를 통해 C/C++ 콘텐츠뿐만 아니라 자바 콘텐츠도 하나의 플랫폼에서 실행이 가능해져서 개발자에게 효율적이며, 능률적인 개발 환경을 제공하고, 한번 개발한 콘텐츠를 타 기종으로 이식하기 위한 시간과 비용 소모를 줄여 생산성을 높일 수 있다.

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콘텐츠라인 / 글로벌 게임 컨퍼런스 2002

  • Korea Database Promotion Center
    • Digital Contents
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    • no.2 s.117
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    • pp.82-87
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    • 2003
  • 한국소프트웨어진흥원 주최로 지난 2002년 12월 3일부터 4일까지 개최된 '글로벌 게임 컨퍼런스 2002'에서 발표된 미국 게임시장 마케팅 분석 보고서이다. The Yangkee Group의 시니어 애널리스트 마이클 굿맨이 발표한 자료를 번역 게재한다. 국내에서는 온라인 게임의 폭발적 성장에 묻혀 큰 영향력을 발휘하지 못하고 있는 콘솔 게임 분야이지만, 향후 '홈 엔터테이먼트'의 중심에 서게 될 '콘솔 게임' 시장에 대한 깊이 있는 분석이 주목할 만하다.

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