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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 孔思文 | zh_TW |
dc.contributor.advisor | Szu-Wen Kung | en |
dc.contributor.author | 黃妤萱 | zh_TW |
dc.contributor.author | Yu-Hsuan Huang | en |
dc.date.accessioned | 2023-08-08T16:27:55Z | - |
dc.date.available | 2023-11-09 | - |
dc.date.copyright | 2023-08-08 | - |
dc.date.issued | 2023 | - |
dc.date.submitted | 2023-07-09 | - |
dc.identifier.citation | References
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Devotion review – the spirit of Silent Hill. Metro. Retrieved October 7, 2021, from https://metro.co.uk/2019/02/25/devotion-review-the-spirit-of-silent-hill-8728711/ Girard-Meli, J. (2015, August 8). Examining the Localization of Persona. PlayStation LifeStyle. Retrieved May 8, 2022, from https://www.playstationlifestyle.net/2015/08/07/examining-the-localization-of-persona/#/slide/1 Hewson, C., Yule, P., Laurent, D., & Vogel, C. (2002). Internet Research Methods: A Practical Guide for the Social and Behavioural Sciences. SAGE Publications. Hilliard, K. (2015, August 23). Learn How Hitler's Cameo in Persona 2: Innocent Sin Complicated Localization for North America. Game Informer. Retrieved May 13, 2022, from https://www.gameinformer.com/b/news/archive/2015/08/23/learn-how-hitler-39-s-cameo-in-persona-2-innocent-sin-complicated-localization-for-north-america.aspx Hsu, H. (2020). Localization and Culturalization For a History-Based Game. 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dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/88137 | - |
dc.description.abstract | 電玩遊戲已為相當普及的娛樂形式,且係全球利潤最豐厚之娛樂產業,在此脈絡下,將遊戲內容本地化的需求亦日益增加,讓此類產品得以擴及全球市場。早在二十一世紀初,遊戲本地化就已引起翻譯學界之關注,並將「為玩家創造與原版產品對等的遊戲體驗」作為其最終目標。本案例研究將探討業界非主流文化遊戲之本地化過程如何有助於創造和影響目標玩家的遊戲體驗,同時探究「對等」的遊戲體驗是否為充分提高遊戲娛樂價值之必備條件。本文欲先在全球化(Globalization)、國際化(Internationalization)、本地化(Localization)和翻譯(Translation)(統稱GILT)產業之脈絡下說明本地化之概念,並尤其聚焦於遊戲本地化,後將探討背景設定於一九八○年代台灣台北之《還願》英譯的本地化策略。研究者將探討原版和英譯版本的比較分析,並將開發團隊之產品定位、本地化策略及玩家反饋納入討論,以確定其行銷目標和目標語玩家的遊戲偏好。研究結果顯示,雖「對等」的遊戲體驗為業界之共同目標,但保留原版之當地文化亦會是滿足玩家期望之要件。 | zh_TW |
dc.description.abstract | Video gaming has become a popular form of entertainment and has proven itself to be the most lucrative entertainment industry in the world, which leads to the increasing demand for localization of game content in order for such products to reach global markets. Game localization started to draw attention from the perspective of translation studies back in the 2000s, with relevant studies focused on creating a gaming experience equivalent to that of the original product for target players. This research will investigate how the localization process of a game, rooted in a relatively minor culture, contributes to creating and impacting target players’ gaming experience, while examining whether an equivalent gaming experience must be created to maximize a game’s entertainment value. After discussing the concept of localization in the context of Globalization, Internationalization, Localization and Translation (GILT) industry, in particular game localization, this thesis will examine the strategies applied to the localization of the Taiwanese game Huan Yuan (Devotion)—with its background set in the 1980s Taipei, Taiwan—for English markets. A comparative analysis of the original and English versions will be provided. The development team’s product positioning, localization approach, and feedback from the end users will also be included in the discussion in order to identify the marketing aim and target players’ preferences. The analysis indicates that, while an “equivalent” gaming experience is a common goal in the industry, it may also be important to retain the exoticness or foreignness in the original so as to meet target markets’ expectations. | en |
dc.description.provenance | Submitted by admin ntu (admin@lib.ntu.edu.tw) on 2023-08-08T16:27:55Z No. of bitstreams: 0 | en |
dc.description.provenance | Made available in DSpace on 2023-08-08T16:27:55Z (GMT). No. of bitstreams: 0 | en |
dc.description.tableofcontents | Contents
ACKNOWLEDGEMENTS I 中文摘要 II ABSTRACT III LIST OF FIGURES V LIST OF TABLES VI 1. INTRODUCTION 1 2. LITERATURE REVIEW 6 2.1 GILT 6 2.2 GAME LOCALIZATION 10 2.2.1 Culturalization 13 2.2.2 Transcreation 21 2.3 GAMING EXPERIENCE AS A PRIORITY 23 2.3.1 The Concept of Retaining the Look and Feel 24 2.3.2 Players’ Feedback Taken into Account 25 2.3.3 Evolving Localization Approaches 27 3. RESEARCH METHODS 33 3.1 RESEARCH AIM AND QUESTIONS: 33 3.2 SOURCE SELECTION AND THE OVERVIEW OF DEVOTION 34 3.3 DATA COLLECTION AND ANALYSIS METHOD 38 4. ANALYSIS: CASE STUDY OF HUAN YUAN (DEVOTION) 43 4.1 CULTURAL APPEAL SHAPED BY THE SHIFT IN THE MEANING OF THE GAME TITLE 43 4.2 SUBTITLED DIALOGUE 48 4.3 UI (USER INTERFACE) 54 4.4 GRAPHIC ARTS WITH WORDS, OR WITHOUT WORDS 67 4.5 FEEDBACK FROM PLAYERS AND DISCUSSION 74 5. RESULTS AND DISCUSSION 78 6. CONCLUSION 81 REFERENCES 84 GAMEOGRAPHY 95 | - |
dc.language.iso | en | - |
dc.title | 電玩在地化策略對玩家體驗之影響:以遊戲《還願》為例 | zh_TW |
dc.title | Exploring the Impact of Game Localization Approach on Player’s Experience: with Taiwanese Game Huan Yuan (Devotion) as a Case Study | en |
dc.type | Thesis | - |
dc.date.schoolyear | 111-2 | - |
dc.description.degree | 碩士 | - |
dc.contributor.oralexamcommittee | 蔡毓芬;李根芳 | zh_TW |
dc.contributor.oralexamcommittee | Yvonne Tsai;Ken-Fang Lee | en |
dc.subject.keyword | 本地化,翻譯,文化調整,臺灣文化,創譯, | zh_TW |
dc.subject.keyword | localization,translation,culturalization,Taiwanese culture,transcreation, | en |
dc.relation.page | 95 | - |
dc.identifier.doi | 10.6342/NTU202301375 | - |
dc.rights.note | 同意授權(限校園內公開) | - |
dc.date.accepted | 2023-07-11 | - |
dc.contributor.author-college | 文學院 | - |
dc.contributor.author-dept | 翻譯碩士學位學程 | - |
顯示於系所單位: | 翻譯碩士學位學程 |
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