Off-campus UMass Amherst users: To download campus access dissertations, please use the following link to log into our proxy server with your UMass Amherst user name and password.

Non-UMass Amherst users: Please talk to your librarian about requesting this dissertation through interlibrary loan.

Dissertations that have an embargo placed on them will not be available to anyone until the embargo expires.

ORCID

N/A

Access Type

Open Access Thesis

Document Type

thesis

Degree Program

Japanese

Degree Type

Master of Arts (M.A.)

Year Degree Awarded

2015

Month Degree Awarded

May

Abstract

This paper looks at the practice and history of video game translation, with the goal of expanding the definition of translation. Video game translation is a complex process that incorporates a number of aspects from other types of translation, such as literary, audiovisual, and software translation, to form a dynamic whole. As a new medium, video games also present their own challenges to translation in the form of interactivity, technology, non-textual and extra-textual elements, audience involvement, and new business practices. Even though video games are a relatively new medium, the practice of translating them has undergone drastic transformations over the years. A case study of the various official translations of Final Fantasy IV provides a brief overview of this development to help the reader get a complete understanding of the video game translation process. The paper concludes by arguing that the different sign systems present in video games are integral to the player’s understanding of the game, and should be considered as aspects that can be translated. Parallels are also drawn between the translation process and the medium of the video game, to show that different approaches to translation can provide the audience with a more holistic view of a work.

DOI

https://doi.org/10.7275/6952280

First Advisor

Bruce P Baird

Second Advisor

Amanda C Seaman

Share

COinS