Video oyun çevirisine yöntemsel yaklaşımlar: Kingdom Come: Deliverance bağlamında bir inceleme
Loading...
Date
2022
Authors
Dinler, Burak Veli
Journal Title
Journal ISSN
Volume Title
Publisher
Open Access Color
OpenAIRE Downloads
OpenAIRE Views
Abstract
Farklı milletler, sosyo-ekonomik ve kültürel geçmişten pek çok insanın hayatının vazgeçilmez bir parçasına dönüşen video oyunlar, çeviribilim çalışmaları kapsamında önemli bir ilgi alanı haline gelmiştir. Çeviri ile bu çok yönlü, son derece karmaşık görsel-işitsel eğlence ve sanatsal ifade biçimi arasındaki ilişkinin doğasını anlamak, bu alandaki uzmanların, video oyunlarının şüphesiz bir parçası olacağı gelecekteki çabalarında daha iyi hizmet sunmalarına yardımcı olacak güçlü bir çerçeve oluşturmaya yönelik çok önemli bir adımdır. Yukarıdaki bilgiler ışığında bu tez, video oyunu çevirisi ve çeviribilimin edebi ve teknik çeviri gibi çeşitli alanlarında çeviri süreçleri ve sonuçları arasında benzerlikler olup olmadığı ve buna benzer, bu konuyla ilgili çeşitli sorulara ışık tutmayı amaçlamıştır. İlk bölüm, video oyunlarına ve onları çevreleyen çeşitli kavram ve konseptlere bir giriş sağlar. İlerleyen bölümlerde ise bu çalışma, video oyunlarının eğlence ve teknik niteliklerini ortaya koymanın yanı sıra dünyadaki ve Türkiye'deki mevcut durumuna odaklanır ve tartışır. Buna ek olarak, video oyunu çevirisi çerçevesinde köklü çeviri stratejilerini ve bunların kullanılabilirliğini araştırır. Ayrıca, Kingdom Come: Deliverance (2018) oyununda bulunan rastgele seçilmiş belirli bir içerik kataloğundan toplanan örnekleri, belirlenen metodolojik haritaya göre mikro düzeyde Molina & Albir'in (2002) çalışması, makro düzeyde ise Venuti'nin (1995) yerelleştirme ve yabancılaştırma yöntemlerinin merceğinden ayrıntılı bir şekilde analiz edilmiştir. Sonuç bölümünde sunulan bulgulara dayalı olarak, belirli video oyunu içerik ve mesaj türlerinin, kitaplar veya filmler gibi diğer ifade kanallarında hazırlanan eserlere benzer özelliklere sahip olabileceği gösterilmiştir. Bu nedenle, olası istisnaların ve özel durumların da bilincinde olarak, geleneksel çeviri stratejilerinin, video oyunu çevirisinde kullanılabileceği ve tatmin edici çeviriler sağlayabileceği görülmüştür.
As a billion-dollar industry that has taken over lives of people from different nations, socio-economic and cultural backgrounds, video games have become a significant area of interest within the sphere of translation studies. Understanding the nature of relationship between the practice of translation and this multimodal, extremely sophisticated audio-visual form of entertainment and artistic expression is a crucial step towards establishing a strong framework, which will help experts in the field to provide better service in their future endeavours, of which video games will undoubtedly a part of. On these grounds, this thesis aimed to shed light on various questions regarding this topic, such as whether there are similarities between the translation processes and their outcomes that occur in video game translation and various other fields of translation studies such as literary or technical translation. The initial chapter provides an introduction to video games and various concepts and issues that surround them. Moving on from that point, this study focuses on elucidating the entertainment and technical qualities of video games, as well as discussing their current state in the world and Turkey. In addition, it delves into the long-established translation strategies and their employability within the frame of video game translation. Furthermore, a randomly selected catalogue of specific content found in the game Kingdom Come: Deliverance (2018) is analysed in detail in accordance with the methodological basis of this thesis that aimed to examine the samples through the lens of Molina & Albir's (2002) work on micro level, and Venuti's (1995) domestication and foreignization methods on macro level. Based on the findings that are presented in the conclusion chapter, it has been demonstrated that certain categories of video game content and messages might possess similar characteristics as works of other channels of expressions such as books or movies. Therefore, taking into probable exceptions into account, traditional translation strategies could be employable and yield satisfactory translation in video game translation
As a billion-dollar industry that has taken over lives of people from different nations, socio-economic and cultural backgrounds, video games have become a significant area of interest within the sphere of translation studies. Understanding the nature of relationship between the practice of translation and this multimodal, extremely sophisticated audio-visual form of entertainment and artistic expression is a crucial step towards establishing a strong framework, which will help experts in the field to provide better service in their future endeavours, of which video games will undoubtedly a part of. On these grounds, this thesis aimed to shed light on various questions regarding this topic, such as whether there are similarities between the translation processes and their outcomes that occur in video game translation and various other fields of translation studies such as literary or technical translation. The initial chapter provides an introduction to video games and various concepts and issues that surround them. Moving on from that point, this study focuses on elucidating the entertainment and technical qualities of video games, as well as discussing their current state in the world and Turkey. In addition, it delves into the long-established translation strategies and their employability within the frame of video game translation. Furthermore, a randomly selected catalogue of specific content found in the game Kingdom Come: Deliverance (2018) is analysed in detail in accordance with the methodological basis of this thesis that aimed to examine the samples through the lens of Molina & Albir's (2002) work on micro level, and Venuti's (1995) domestication and foreignization methods on macro level. Based on the findings that are presented in the conclusion chapter, it has been demonstrated that certain categories of video game content and messages might possess similar characteristics as works of other channels of expressions such as books or movies. Therefore, taking into probable exceptions into account, traditional translation strategies could be employable and yield satisfactory translation in video game translation
Description
Keywords
Mütercim-Tercümanlık, Oyunlar, Video, Translation and Interpretation, Video oyunları, Games, Video, Çeviri, Video games, Çeviri bilim, Translation, Science of translation, Çeviri yöntemleri, Translation methods
Turkish CoHE Thesis Center URL
Fields of Science
Citation
WoS Q
Scopus Q
Source
Volume
Issue
Start Page
0
End Page
116