Skip to main content

Online Translaboration in Video Game Localisation

The Case of the Steam Translation Server in Turkey

  • Chapter
Translaboration in Analogue and Digital Practice

Part of the book series: Transkulturalität – Translation – Transfer ((TTT,volume 57))

  • 50 Accesses

Abstract

As collaborative translation has undergone remarkable transformations due to the increasing dominance of the Internet and social media, new theoretical perspectives such as translaboration and online collaborative translation have been proposed to redefine changing collaborative translation trends. Taking these two notions as points of departure, the present study focuses on the Steam Translation Server (STS) as a volunteer platform and investigates the role of translaboration and online collaborative translation in video game localisation (VGL). To this end, an online survey was carried out to analyse volunteer STS translators’ individual and collaborative VGL experiences. Later, their activities were classified based on existing online collaborative translation models.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 64.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  • Alfer, Alexa (2017): “Entering the Translab: Translation as collaboration, collaboration as translation, and the third space of ‘translaboration’”, Translation and Translanguaging in Multilingual Contexts 3 (3), 275–290.

    Google Scholar 

  • Bernal Merino, Miguel Á. (2009): “Video games and children’s books in translation”, The Journal of Specialised Translation 11, 234–247.

    Google Scholar 

  • Bernal Merino, Miguel Á. (2013): The Localisation of Video Games. – London: Imperial College London.

    Google Scholar 

  • Chandler, Heather Maxwell (2005): The Video Game Localisation Handbook. – Massachusetts: Charles Rivers Media.

    Google Scholar 

  • Chandler, Heather Maxwell & Deming, Stephanie (2012): The Video Game Localisation Handbook (2nd Ed.). – Ontario: Jones and Bartlett.

    Google Scholar 

  • Costales, Alberto Fernandez (2014): “Video game localisation: Adapting superheroes to different cultures”, Revista de Tradduccio 21, 225–239.

    Google Scholar 

  • Cranfield Steven & Tedesco, Claudio (2017): “Reformulating the problem of translatability: A case of literary translaboration with the poetry of Francisco Brines”, Translation and Translanguaging in Multilingual Contexts 3 (3), 304–322.

    Article  Google Scholar 

  • Depalma, Donald A. & Kelly, Nataly (2008): Translation of, for, and by the People. – Cambridge, MA: Common Sense Advisory.

    Google Scholar 

  • Dombek, Magdalena (2014): A Study into the Motivations of Internet Users Contributing to Translation Crowdsourcing: The Case of Polish Facebook User-Translators. Unpublished Doctoral Thesis. Dublin City University.

    Google Scholar 

  • Dong, Luo & Mangiron, Carme (2018): “Journey to the East: Cultural adaptation of video games for the Chinese market”, The Journal of Specialised Translation 29, 149–168.

    Google Scholar 

  • Drugan, Joanna (2020): “Complex collaborations: Interpreting and translating for the UK police”, Target 32 (2), 307–326.

    Article  Google Scholar 

  • Edwards, Kate (2011). “Culturalization: The geopolitical and cultural dimension of game content”, Trans: Revista de Traductlogía 15, 19–28.

    Article  Google Scholar 

  • Fung, Jon (2012): “Best practices for game localisation”, International Game Developers Association, 1–35.

    Google Scholar 

  • Gambier, Yves (2012): “Denial of translation and desire to translate”, Vertimo Studijos 5, 9–29.

    Article  Google Scholar 

  • Gambier, Yves & Munday, Jeremy (2014): “A conversation between Yves Gambier and Jeremy Munday about transcreation and the future of the professions”, Cultus 7, 20–36.

    Google Scholar 

  • Heller, Lavinia (2020): “Translaboration as legitimation of philosophical translation”, Target 32 (2), 239–260.

    Article  Google Scholar 

  • Jiménez Crespo, Miguel A. (2017): Crowdsourcing and Online Collaborative Translations. – Amsterdam: John Benjamins.

    Book  Google Scholar 

  • Karagöz, Selahattin (2019): Amatörler, Uzmanlar, Kaşifler: Türkiye’de Video Oyun Çevirileri ve Yerelleştirme Süreci. – Istanbul: Yıldız Technical University.

    Google Scholar 

  • Lobejón Santos, Sergio & Jones, Francis (2020): “Creativity in collaborative poetry translating”, Target 32 (2), 282–306.

    Article  Google Scholar 

  • Mangiron, Carme (2016): “Games without borders: The cultural dimension of video game localisation”, Hermēneus 18, 187–208.

    Google Scholar 

  • Odacioğlu, Cem & Köktürk, Şaban (2015): “Wolfenstein: The Old Blood oyununun Türkçe yerelleştirilmiş versiyonunda benimsenen çeviri yaklaşımları ve bunun oynanabilirlik düzeyine katkısı”, Journal of History School 23, 303–318.

    Article  Google Scholar 

  • O’hagan, Minako & Mangiron, Carme (2004): “Video game localisation: When ‘Arigato’ gets lost in translation”. In: Proceedings of New Zealand Game Developers Conference Fuse 2004. – Dunedin: University of Otago, 57–62.

    Google Scholar 

  • O’hagan, Minako (2009): “Evolution of user-generated translation: Fansubs, translation hacking and crowdsourcing”, The Journal of Internationalization and Localisation 1, 94–121.

    Google Scholar 

  • O’hagan, Minako & Mangiron, Carme (2013): Video Game Localisation: Translating for the Global Digital Entertainment Industry. – Amsterdam/Philadelphia: John Benjamins.

    Book  Google Scholar 

  • Petrů, Jiří (2011): Video game translation in Czech Republic: From fan era to professionalism. – Brno: Masaryk University.

    Google Scholar 

  • Pfeiffer, Kerstin; Richardson, Michael & Wurm, Svenja (2020): “Translaboration in the rehearsal room: Translanguaging as collaborative responsibility in bilingual devised theatre”, Target 32 (2), 358–379.

    Article  Google Scholar 

  • Saadat, Shabnam (2017): “Translaboration: Collaborative translation to challenge hegemony”, Translation and Translanguaging in Multilingual Contexts 3 (3), 349–369.

    Article  Google Scholar 

  • Saldaña, Johnny (2009): The Coding Manual for Qualitative Researchers. – Los Angeles/London: Sage.

    Google Scholar 

  • Saldanha, Gabriela & O’brien, Sharon (2013): Research Methodologies in Translation Studies. – Manchester: St. Jerome.

    Google Scholar 

  • Sánchez, Pablo Muñoz (2009): “Video game localisation for fans by fans: The case of romhacking”, The Journal of Internationalization and Localisation 1, 168–185.

    Google Scholar 

  • Sarigül, Semih (2020): Turkish Translation in the Steam Translation Server: Two Case Studies on Video Game Localisation. – Istanbul: Boğaziçi University.

    Google Scholar 

  • Schubert, Vojtěch. (2013): Video Game Localisation Process in the Czech Republic. – Brno: Masaryk University.

    Google Scholar 

  • Steam (2022): “About Steam”. https://store.steampowered.com/about (07.03.2022).

    Google Scholar 

  • The Sts (2022a): “Frequently asked questions”. https://translation.steampowered.com/#FAQ (07.03.2022).

    Google Scholar 

  • The Sts (2022b): “Introduction to the Steam Translation Server”. https://steamcommunity.com/sharedfiles/filedetails/?id=17105448 (07.03.2022).

    Google Scholar 

  • Yang, Jun (2020): “Participatory, self-organising, and learning: The patterns and influence of peer communication in online collaborative translation”, Target 32 (2), 327–357.

    Article  Google Scholar 

  • Zanotti, Serenella (2020): “Translaboration in a film context: Stanley Kubrick’s collaborative approach to translation”, Target 32 (2), 217–238.

    Article  Google Scholar 

Download references

Authors

Editor information

Cornelia Zwischenberger Alexa Alfer

Rights and permissions

Reprints and permissions

Copyright information

© 2023 Frank & Timme GmbH

About this chapter

Cite this chapter

Sarıgül, S. (2023). Online Translaboration in Video Game Localisation. In: Zwischenberger, C., Alfer, A. (eds) Translaboration in Analogue and Digital Practice. Transkulturalität – Translation – Transfer, vol 57. Frank & Timme, Berlin. https://doi.org/10.57088/978-3-7329-9036-8_3

Download citation

Publish with us

Policies and ethics