34.448, Books: On-Screen Language in Video Games: Deckert, Hejduk

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LINGUIST List: Vol-34-448. Thu Feb 02 2023. ISSN: 1069 - 4875.

Subject: 34.448, Books: On-Screen Language in Video Games: Deckert, Hejduk

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Date: Thu, 02 Feb 2023 17:05:31
From: Ellena Moriarty [ellena.moriarty at cambridge.org]
Subject: On-Screen Language in Video Games: Deckert, Hejduk

 


Title: On-Screen Language in Video Games 
Subtitle: A Translation Perspective 
Publication Year: 2022 
Publisher: Cambridge University Press
	   http://www.cambridge.org/linguistics
	

Book URL: https://www.cambridge.org/us/academic/subjects/languages-linguistics/applied-linguistics-and-second-language-acquisition/screen-language-video-games-translation-perspective?format=PB 


Author: Mikołaj Deckert
Author: Krzysztof Hejduk

Paperback: ISBN:  9781009045513 Pages:  Price: U.S. $ 22.00
Paperback: ISBN:  9781009045513 Pages:  Price: U.K. £ 17.00
Paperback: ISBN:  9781009045513 Pages:  Price: Europe EURO 19.84


Abstract:

In this Element, the authors focus on the translational dimension of
'on-screen language' (OSL). They analyse a data set covering the Polish
localisations of Tom Clancy's The Division 2 and Shadow Warrior 2, from which
over 1000 cases of unique and meaningful OSL were extracted, almost
exclusively in languages other than Polish. Close to 100 representative
examples are examined in this Element to map out a comprehensive typological
account of OSL. First, visual-verbal stimuli are categorised by their
prominence in the 3D environment. The second typology focuses on the
identified OSL functions. A supplementary typological distinction is proposed
based on the technical (static vs. dynamic) implementation of OSL. The
discussion of findings and implications notably comprises input from an
interview that the authors conduced with a lead level developer behind Shadow
Warrior 2 to provide a complementary professional perspective on OSL and its
translation.
 



Introduction; Video games: the potential for on-screen language and
translation; 1. On-screen language – from films to video games; 2. Video games
as a medium and more than that; 3. Localisation; Mapping out OSL functions and
facets; 4. Procedure and scope of analysis; 5. Attention allocation continuum;
6. Immersion-enhancing facets of OSL in games; 7. Multiple levels of
communication in OSL; 8. Practical considerations in OSL deployment;
Meaningful mismatches: findings and future developments; 9. Discussion;
Appendix; Bibliography.
 


Linguistic Field(s): Applied Linguistics
                     Language Acquisition
                     Translation


Written In: English  (eng)

See this book announcement on our website: 
http://linguistlist.org/pubs/books/get-book.cfm?BookID=168114




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