Playing (with) the Trace

Localized Culture in Phoenix Wright

Auteurs-es

  • Stephen Mandiberg University of California Auteur-e

Mots-clés :

localisation, traduction, interface, jeux vidéo, japon, frontières

Résumé

Cet article développe la manière dont les traces résiduelles de l'origine nationale d'un jeu vidéo, parfois négligées ou ignorées en raison de financement limité, peuvent être une partie éthiquement responsable de la localisation du jeu vidéo lorsque l'objectif d'une localisation n'est pas seulement l'immersion, une adaptation totale et des considérations financières, mais de la génération d'interactions culturelles. Cet article propose que les moments d'incongruité, lorsqu'un joueur rencontre (de façon inconfortable) des traces résiduelles, sont un aspect positif de la circulation culturelle par le fait qu'ils aident les joueurs à apprendre comment devenir des citoyens hybrides. Loin d'être des défaillances de la localisation, comme le prétendent les professionnels de l'industrie, cet article précise comment ces traces devraient être vues comme des succès d'une pratique responsable de la localisation.

Biographie de l'auteur-e

  • Stephen Mandiberg, University of California

    Having recently completed a PhD in Communication at the University of California, San Diego, Stephen Mandiberg is an independent researcher of industry practices of localization, globalization, and media studies. His current project is about the practice and politics of video game localization between Japan and the United States. Using workplace ethnography, interviews with leading game industry workers, and textual research methods he approaches how individual game translators work to mediate between cultures and communities as responsible translators, not simply black boxes that spit out translated text and/or mere cogs in an industrial system.

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Publié

12/01/2015