Dados Bibliográficos

AUTOR(ES) H. Song , X. Zhang
AFILIAÇÃO(ÕES) Independent researcher, Tianjin, China, University College London
ANO 2025
TIPO Artigo
PERIÓDICO Games and Culture
ISSN 1555-4120
E-ISSN 1555-4139
DOI 10.1177/15554120231216545
ADICIONADO EM 2025-08-18

Resumo

This article investigates the impact of using pivot language on the quality of game localization via a case study on the Japanese game Dark Souls 3 . It first discusses the indirectness of the source text and the complexity of the target text in game localization by highlighting the 'born translated' nature of the game narrative design. It then explicates the intricacy of having game audio voiced over in English only and including both direct and indirect translations in the localization workflow. It demonstrates the complication in evaluating localization quality from players' perspectives and suggests that using English as a pivot language has certain advantages in ensuring multimodal cohesiveness in game localization. The rationale behind the localization approach is then explored through the lens of the mukokuseki strategy, which suggests that the application of pivot translation is driven by market globalization and, ultimately, the pursuit of economic gain.

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