Research Article
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Year 2020, Volume: 3 Issue: 2, 1 - 22, 31.12.2020
https://doi.org/10.29228/transLogos.24

Abstract

References

  • Diri, Bekir. 2019. “Turkish Issues in Video Game, Web and Mobile Application Localizations.” Master’s thesis, Istanbul 29 Mayıs University.
  • Edley, Nigel, and Lia Litosseliti. 2010. “Contemplating Interviews and Focus Groups.” In Research Methods in Linguistics, edited by Lia Litosseliti, 155–179. London: Continuum.
  • Galhardi, Rafael Müller. 2014. “Video Games and Fan Translations: A Case Study of Chrono Trigger.” In Fun for All: Translation and Accessibility Practices in Video Games, edited by Carmen Mangiron, Pilar Orero, and Minako O’Hagan, 175–195. Bern: Peter Lang.
  • Hernández Bartolomé, Ana Isabel, and Gustavo Mendiluce Cabrera. 2005. “New Trends in Audiovisual Translation: The Latest Challenging Modes.” Miscelánea 31:89–104. https://dialnet.unirioja.es/servlet/articulo?codigo=2010052.
  • Jiménez Crespo, Miguel A. 2017. Crowdsourcing and Online Collaborative Translations: Expanding the Limits of Translation Studies. Amsterdam: John Benjamins.
  • Karagöz, Selahattin. 2019. “Amatörler, Uzmanlar, Kâşifler: Türkiye’de Video Oyun Çevirileri ve Yerelleştirme Süreci.” [Amateurs, experts, explorers: Video game localization practices in Turkey.] PhD diss., Yıldız Technical University.
  • Kelly, Nataly, Rebecca Ray, and Donald A. DePalma. 2011. “From Crawling to Sprinting: Community Translation Goes Mainstream.” Linguistica Antverpiensia 10:75–94. https://lans-tts.uantwerpen.be/index.php/LANS-TTS/article/view/278.
  • Koelewijn, Cees. 2015. “Of Stolen Boats and Antialiasing: Translating Rockstar’s Video Game Grand Theft Auto V.” Master’s thesis, Utrecht University.
  • Muñoz Sánchez, Pablo. 2009. “Video Game Localisation for Fans by Fans: The Case of Romhacking.” The Journal of Internationalization and Localization 1 (1): 168–185. doi:10.1075/jial.1.07mun.
  • Odacıoğlu, Cem, and Şaban Köktürk. 2015. “Wolfenstein: The Old Blood Oyununun Türkçe Yerelleştirilmiş Versiyonunda Benimsenen Çeviri Yaklaşımları ve Bunun Oynanabilirlik Düzeyine Katkısı.” [The adopted translation approaches in the Turkish localized version of The Wolfenstein: Old Blood and its contribution to the game play level.] Journal of History School, no. 23, 303–318. doi:10.14225/Joh760.
  • O’Hagan, Minako. 2011. “Community Translation: Translation as a Social Activity and Its Possible Consequences in the Advent of Web 2.0 and Beyond.” Linguistica Antverpiensia 10:11–23. https://lans-tts.ua.ac.be/index.php/LANS-TTS/article/view/275.
  • O’Hagan, Minako. 2012. “Translation as the New Game in the Digital Era.” Translation Spaces 1 (1): 123–141. doi:10.1075/ts.1.06oha. O’Hagan, Minako, and Carmen Mangiron. 2013. Game Localization: Translating for the Global Digital Entertainment Industry. Amsterdam: John Benjamins.
  • Öncü Yılmaz, Tutku, and Emre Canbaz. 2019. “Hikâye Odaklı Video Oyunlarda Çevirinin Rolü: The Last of Us Video Oyunu Üzerine Bir Değerlendirme.” [The role of translation in story driven video games: An evaluation of The Last of Us.] Journal of Translation Studies, no. 26, 77–103. https://dergipark.org.tr/en/download/article-file/635908.
  • Önen, Seçkin İlke. 2018. “Approaches and Strategies to Cope with the Specific Challenges of Video Game Localization.” Master’s thesis, Hacettepe University.
  • Pérez González, Luis. 2009. “Audiovisual Translation.” In Routledge Encyclopedia of Translation Studies, edited by Mona Baker and Gabriela Saldanha, 13–20. London: Routledge.
  • Petrů, Jiří. 2011. “Video Game Translation in the Czech Republic: From Fan Era to Professionalism.” Master’s thesis, Masaryk University.
  • Pym, Anthony. 2011. “Translation Research Terms: A Tentative Glossary for Moments of Perplexity and Dispute.” In Translation Research Projects, edited by Anthony Pym, 3:75–110. Tarragona: Intercultural Studies Group.
  • Saldanha, Gabriela, and Sharon O’Brien. 2013. Research Methodologies in Translation Studies. Manchester: St. Jerome.
  • Sarıgül, Semih. 2020. “Turkish Translation in the Steam Translation Server: Two Case Studies on Video Game Localisation.” PhD diss., Boğaziçi University.
  • Zan, Arman. 2018. “Domestication and Foreignization in the Turkish Translation of Video Games.” Master’s thesis, Hacettepe University.

Volunteer vs. Professional Community Translation in Video Game Localization: The Case of the Steam Translation Server in Turkish

Year 2020, Volume: 3 Issue: 2, 1 - 22, 31.12.2020
https://doi.org/10.29228/transLogos.24

Abstract

In the last two decades, audiovisual translation has come to be employed in an ever-widening range of contexts and media, an expansion which has been more or less reflected in research. Meanwhile, video game localization and the volunteer translation communities responsible for it have become popular research topics around the world. In Turkey, despite the existence of both volunteer communities and professional localization companies, academic studies on video game localization are scarce. To help fill this gap in the literature, the present study aims to explore the potential similarities and differences between community translation processes in volunteer and professional video game localization in Turkey. To this end, two group interviews were carried out: one with members of a volunteer video game localization community operating within the Steam Translation Server, the other with the representatives of a professional localization company in Istanbul, Turkey. The localization processes reported by the respondents were compared in the light of the typologies and processes of community translation presented in the literature. The findings from the interviews indicated that the video game localization processes followed by the two communities resembled one another in terms of management, participation, and closed community structure, but the volunteer community sometimes displayed more flexibility in these aspects and did not seem to set such strict standards. The findings thus suggest that theories of community translation need to take more account of both common and distinguishing features of online communities and offer new categorizations for blended community structures.

References

  • Diri, Bekir. 2019. “Turkish Issues in Video Game, Web and Mobile Application Localizations.” Master’s thesis, Istanbul 29 Mayıs University.
  • Edley, Nigel, and Lia Litosseliti. 2010. “Contemplating Interviews and Focus Groups.” In Research Methods in Linguistics, edited by Lia Litosseliti, 155–179. London: Continuum.
  • Galhardi, Rafael Müller. 2014. “Video Games and Fan Translations: A Case Study of Chrono Trigger.” In Fun for All: Translation and Accessibility Practices in Video Games, edited by Carmen Mangiron, Pilar Orero, and Minako O’Hagan, 175–195. Bern: Peter Lang.
  • Hernández Bartolomé, Ana Isabel, and Gustavo Mendiluce Cabrera. 2005. “New Trends in Audiovisual Translation: The Latest Challenging Modes.” Miscelánea 31:89–104. https://dialnet.unirioja.es/servlet/articulo?codigo=2010052.
  • Jiménez Crespo, Miguel A. 2017. Crowdsourcing and Online Collaborative Translations: Expanding the Limits of Translation Studies. Amsterdam: John Benjamins.
  • Karagöz, Selahattin. 2019. “Amatörler, Uzmanlar, Kâşifler: Türkiye’de Video Oyun Çevirileri ve Yerelleştirme Süreci.” [Amateurs, experts, explorers: Video game localization practices in Turkey.] PhD diss., Yıldız Technical University.
  • Kelly, Nataly, Rebecca Ray, and Donald A. DePalma. 2011. “From Crawling to Sprinting: Community Translation Goes Mainstream.” Linguistica Antverpiensia 10:75–94. https://lans-tts.uantwerpen.be/index.php/LANS-TTS/article/view/278.
  • Koelewijn, Cees. 2015. “Of Stolen Boats and Antialiasing: Translating Rockstar’s Video Game Grand Theft Auto V.” Master’s thesis, Utrecht University.
  • Muñoz Sánchez, Pablo. 2009. “Video Game Localisation for Fans by Fans: The Case of Romhacking.” The Journal of Internationalization and Localization 1 (1): 168–185. doi:10.1075/jial.1.07mun.
  • Odacıoğlu, Cem, and Şaban Köktürk. 2015. “Wolfenstein: The Old Blood Oyununun Türkçe Yerelleştirilmiş Versiyonunda Benimsenen Çeviri Yaklaşımları ve Bunun Oynanabilirlik Düzeyine Katkısı.” [The adopted translation approaches in the Turkish localized version of The Wolfenstein: Old Blood and its contribution to the game play level.] Journal of History School, no. 23, 303–318. doi:10.14225/Joh760.
  • O’Hagan, Minako. 2011. “Community Translation: Translation as a Social Activity and Its Possible Consequences in the Advent of Web 2.0 and Beyond.” Linguistica Antverpiensia 10:11–23. https://lans-tts.ua.ac.be/index.php/LANS-TTS/article/view/275.
  • O’Hagan, Minako. 2012. “Translation as the New Game in the Digital Era.” Translation Spaces 1 (1): 123–141. doi:10.1075/ts.1.06oha. O’Hagan, Minako, and Carmen Mangiron. 2013. Game Localization: Translating for the Global Digital Entertainment Industry. Amsterdam: John Benjamins.
  • Öncü Yılmaz, Tutku, and Emre Canbaz. 2019. “Hikâye Odaklı Video Oyunlarda Çevirinin Rolü: The Last of Us Video Oyunu Üzerine Bir Değerlendirme.” [The role of translation in story driven video games: An evaluation of The Last of Us.] Journal of Translation Studies, no. 26, 77–103. https://dergipark.org.tr/en/download/article-file/635908.
  • Önen, Seçkin İlke. 2018. “Approaches and Strategies to Cope with the Specific Challenges of Video Game Localization.” Master’s thesis, Hacettepe University.
  • Pérez González, Luis. 2009. “Audiovisual Translation.” In Routledge Encyclopedia of Translation Studies, edited by Mona Baker and Gabriela Saldanha, 13–20. London: Routledge.
  • Petrů, Jiří. 2011. “Video Game Translation in the Czech Republic: From Fan Era to Professionalism.” Master’s thesis, Masaryk University.
  • Pym, Anthony. 2011. “Translation Research Terms: A Tentative Glossary for Moments of Perplexity and Dispute.” In Translation Research Projects, edited by Anthony Pym, 3:75–110. Tarragona: Intercultural Studies Group.
  • Saldanha, Gabriela, and Sharon O’Brien. 2013. Research Methodologies in Translation Studies. Manchester: St. Jerome.
  • Sarıgül, Semih. 2020. “Turkish Translation in the Steam Translation Server: Two Case Studies on Video Game Localisation.” PhD diss., Boğaziçi University.
  • Zan, Arman. 2018. “Domestication and Foreignization in the Turkish Translation of Video Games.” Master’s thesis, Hacettepe University.
There are 20 citations in total.

Details

Primary Language English
Subjects Language Studies
Journal Section Research Articles
Authors

Semih Sarıgül 0000-0002-8691-0202

Jonathan Maurice Ross This is me 0000-0002-2537-8582

Publication Date December 31, 2020
Published in Issue Year 2020 Volume: 3 Issue: 2

Cite

APA Sarıgül, S., & Ross, J. M. (2020). Volunteer vs. Professional Community Translation in Video Game Localization: The Case of the Steam Translation Server in Turkish. TransLogos Translation Studies Journal, 3(2), 1-22. https://doi.org/10.29228/transLogos.24
AMA Sarıgül S, Ross JM. Volunteer vs. Professional Community Translation in Video Game Localization: The Case of the Steam Translation Server in Turkish. transLogos Translation Studies Journal. December 2020;3(2):1-22. doi:10.29228/transLogos.24
Chicago Sarıgül, Semih, and Jonathan Maurice Ross. “Volunteer Vs. Professional Community Translation in Video Game Localization: The Case of the Steam Translation Server in Turkish”. TransLogos Translation Studies Journal 3, no. 2 (December 2020): 1-22. https://doi.org/10.29228/transLogos.24.
EndNote Sarıgül S, Ross JM (December 1, 2020) Volunteer vs. Professional Community Translation in Video Game Localization: The Case of the Steam Translation Server in Turkish. transLogos Translation Studies Journal 3 2 1–22.
IEEE S. Sarıgül and J. M. Ross, “Volunteer vs. Professional Community Translation in Video Game Localization: The Case of the Steam Translation Server in Turkish”, transLogos Translation Studies Journal, vol. 3, no. 2, pp. 1–22, 2020, doi: 10.29228/transLogos.24.
ISNAD Sarıgül, Semih - Ross, Jonathan Maurice. “Volunteer Vs. Professional Community Translation in Video Game Localization: The Case of the Steam Translation Server in Turkish”. transLogos Translation Studies Journal 3/2 (December 2020), 1-22. https://doi.org/10.29228/transLogos.24.
JAMA Sarıgül S, Ross JM. Volunteer vs. Professional Community Translation in Video Game Localization: The Case of the Steam Translation Server in Turkish. transLogos Translation Studies Journal. 2020;3:1–22.
MLA Sarıgül, Semih and Jonathan Maurice Ross. “Volunteer Vs. Professional Community Translation in Video Game Localization: The Case of the Steam Translation Server in Turkish”. TransLogos Translation Studies Journal, vol. 3, no. 2, 2020, pp. 1-22, doi:10.29228/transLogos.24.
Vancouver Sarıgül S, Ross JM. Volunteer vs. Professional Community Translation in Video Game Localization: The Case of the Steam Translation Server in Turkish. transLogos Translation Studies Journal. 2020;3(2):1-22.