Video Game Localization in Eastern Europe 3200-L2-2PF-VG
The course concentrates on video game localization – a multifaceted process of creating language versions of video games tailored to a specific target market. Firstly, the participants will discover the characteristics of the video game medium, e.g. their history and genre classification. Next the most important elements translatable and modifiable elements in video game localization, practices developed in video game industry (localization process structure, the division of responsibilities between separate positions in a localization team, business models) and the most important translation challenges connected with various video game genres. Subsequently, the course focuses on the history, culture and localization of video games at Eastern-European target markets and more broadly – in the countries that belonged to the Eastern Bloc:
● Poland (communist times and regaining full independence in 1989);
● Germany (as well as the German Democratic Republic)
● Czech Republic and Slovakia (as well as Czechoslovakia);
● Russia (as well as the Soviet Union);
● Ukraine;
● Belarus;
● Lithuania
● Latvia.
● Estonia;
● Hungary;
● Romani;
● Bulgaria.
The participants are planned to discover the specificity of video game localization at this market and the difficulties faced by localization professionals at these markets.
Type of course
Learning outcomes
In terms of knowledge, the student:
- has in-depth knowledge of research paradigms within applied linguistics (K1_W05);
- knows and understands the links of applied linguistics with other sciences and disciplines (among others, psychology) (K1_W06);
- knows and understands the links among languages and their roles in cultures (K1_W07);
- has basic knowledge of the cultures of the languages studied; understands the role of language in interpersonal and intercultural communication (K1_W10);
- knows and understands cultural differences that shape multicultural societies; has basic knowledge of social, economic, and legal realities in the cultural zones of the languages studied (K1_W11).
In terms of skills, the student is able to:
- recognize the characteristic cultural elements and correctly interpret cultural transformations in particular countries (K1_U03);
- argue using their own views as well as views of other authors, and formulate conclusions in Russian in a spoken and written form (K1_U04);
- prepare an oral presentation in Russian using secondary sources and theoretical frameworks in intercultural communication (K1_U07);
- define priorities and develop a plan to implement them; the student understands the need for self-directed learning and permanent development of intercultural competence (K1_U12).
In terms of social competencies, the student is able to:
- properly identify and resolve the dilemmas of intercultural communication caused by the asymmetry of language systems and cultural differences, complying with ethical principles and seeking advice from experts in the field (K1_K01);
- critically assess their own knowledge of applied linguistics (especially, intercultural communication) and appreciate the role of theoretical knowledge in solving research problems and developing intercultural competence(K1_K02);
- interact and work in a group, taking different roles in it and respecting communication etiquette (K1_K06).
Assessment criteria
The final mark consists of the following components:
- 20% continuous assessment (class attendance, active participation and being prepared for the classes);
- 40% oral presentation devoted to one of the topics from the topic list;
- 40% written home assignment regarding the subjects discussed during the classes.
The grades will be awarded on the basis of the following scale:
60%–69.9% = 3
70%–74.9% = 3.5
75%–84.9% = 4
85%–89.9% = 4.5
90%–100% = 5
Bibliography
Bernal-Merino, M.Á. (2011) A Brief History of Game Localisation. „TRANS. Re-vista de Traductología” (15 Special issue on games localization) s. 11–17.
Bernal-Merino, M.Á. (2015) Translation and Localisation in Video Games. Making Entertainment Software Global. New York: Routledge.
Chandler, H.M./ O’Malley Deming, S. (2012) The Game Localization Handbook (2nd ed.). Sudbury, MA; Ontario and London: Jones & Bartlett Learning.
Czech, D. (2013) Challenges in video game localization: An integrated perspective. „Explorations: A Journal of Language and Literature”. (1). s. 3–25.
Donovan, T. (2010) Replay: The History of Video Games. Lewes: Yellow Ant.
Fernández-Costales, A. (2012) Exploring translation strategies in video game localisation. „Multidisciplinarity in Audiovisual Translation. MonTI”. (4) s. 385–408.
Jirkovský, J. (2011) Game industry: vývoj počítačových her a kapitoly z herního průmyslu. Praha: D.A.M.O.
Juul, J. (2005) Half-real: Video Games Between Real Rules and Fictional Worlds. Cambridge, Massachusetts/ London: MIT Press.
Koscelníková, M. (2020) Video games and less widely spoken languages: The Baltic States. “Bridge: Trends and Traditions in Translation and Interpreting Studies”, vol. 1(1), pp. 68–87.
Koscelníková, M. (2021) The localization of video games into less widely spoken languages that share a common history. An example of Slovak and Czech legislative parallels. “The Journal of Internationalization and Localization” vol. 8 (1), pp. 1 –25.
Kosman, M. (2015) Nie tylko Wiedźmin. Historia polskich gier komputerowych. Warszawa: Open Beta.
Kudła, D. (2020) Ocena odbioru lokalizacji językowej gier komputerowych na podstawie danych okulograficznych, Warszawa: Wydawnictwo Naukowe Instytutu Komunikacji Specjalistycznej i Interkulturowej, Uniwersytet Warszawski.
Mangiron, C./ O'Hagan, M. Orero, P. (2014) Fun for All : Translation and Accessi-bility Practices in Video Games. Bern: Peter Lang.
Mrzigod, J. (2021) Meandry lokalizacji gier. Gliwice: Helion.
O'Hagan, M./ Mangiron, C. (2013) Game Localization: Translating for the Global Digital Entertainment Industry. Amsterdam/ Philadelphia: John Benjamins.
Pimenov, M. / Tokarev, P. [Пименов, М. / Токарев П.] (2020) Наша игра. История. Бизнес. Возможности. Москва: Sуnergy Book.
Podšibâkin, A. [Подшибякин, А.] (2019) Время игр! Отечественная игровая индустрия в лицах и мечтах: от Parkan до World of Tanks. Москва: Эксмо.
Projdakov, È. [Пройдаков, Э.] (1997) Виртуальный компьютерный музей. https://www.computer-museum.ru/.
Švelch, J. (2018) Gaming the Iron Curtain : how teenagers and amateurs in communist Czechoslovakia claimed the medium of computer games. Cambridge (Massachusetts): The MIT Press.
Vetušinskij, A. [Ветушинский, А.] (2021) Игродром. Что нужно знать о видеоиграх и игровой культуре. Москва: Бомбора.
Wolf, M.J.P. (red. 2007) The Video Games Explosion: A History from Pong to PlayStation and Beyond. Westport (Connecticut)/ London: Greenwood Press.
Wolf, M.J.P. (red. 2021) Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming 2nd Edition. Santa Barbara (California): Greenwood.
Additional information
Additional information (registration calendar, class conductors, localization and schedules of classes), might be available in the USOSweb system: