TY - JOUR
T1 - Insights into blending game localisation in the Arab world
T2 - Arafiesta as a case study
AU - Al-Ajarmeh, Osama
AU - Al-Adwan, Amer
N1 - Publisher Copyright:
© John Benjamins Publishing Company.
PY - 2022/10/13
Y1 - 2022/10/13
N2 - In the field of translation studies, game localisation is considered a growing branch of audiovisual translation in which localisers translate and adapt game content for successful circulation across foreign markets. This paper sheds light on the process of localising religious content and obscene references in the game Fiesta Online by comparing it to the Arabic-localised version Arafiesta on the basis of a corpus of 740 dialogue strings. Drawing on the frameworks developed by Delabastita (1989), Zitawi (2008) and Al-Adwan (2015), the analysis scrutinises game elements that are considered controversial in the Arab world. These items were omitted, mitigated, or adapted to isolate the theme of Paganism from the original content. Visual features were retained except for a few instances. Finally, during the process of localising interactive aspects of the game, retention, deletion and adaptation were frequently used. The paper highlights how blending game localisation, a prominent localisation approach changing the intersemiotic channels (the verbal, pictorial and interactive layers) of video games, plays a pivotal role in promoting and marketing game imports in the Arab world, which is now one of the largest growing markets.
AB - In the field of translation studies, game localisation is considered a growing branch of audiovisual translation in which localisers translate and adapt game content for successful circulation across foreign markets. This paper sheds light on the process of localising religious content and obscene references in the game Fiesta Online by comparing it to the Arabic-localised version Arafiesta on the basis of a corpus of 740 dialogue strings. Drawing on the frameworks developed by Delabastita (1989), Zitawi (2008) and Al-Adwan (2015), the analysis scrutinises game elements that are considered controversial in the Arab world. These items were omitted, mitigated, or adapted to isolate the theme of Paganism from the original content. Visual features were retained except for a few instances. Finally, during the process of localising interactive aspects of the game, retention, deletion and adaptation were frequently used. The paper highlights how blending game localisation, a prominent localisation approach changing the intersemiotic channels (the verbal, pictorial and interactive layers) of video games, plays a pivotal role in promoting and marketing game imports in the Arab world, which is now one of the largest growing markets.
KW - Arab world
KW - audiovisual translation
KW - game localisation
KW - localisation procedures
KW - obscene references
KW - religious references
UR - http://www.scopus.com/inward/record.url?scp=85140387758&partnerID=8YFLogxK
U2 - 10.1075/jial.22002.aja
DO - 10.1075/jial.22002.aja
M3 - Article
AN - SCOPUS:85140387758
SN - 2032-6904
VL - 9
SP - 61
EP - 84
JO - Journal of Internationalization and Localization
JF - Journal of Internationalization and Localization
IS - 1
ER -