Difference between revisions of "20220630 Culture"
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===Abstract=== | ===Abstract=== | ||
| + | At present, with the vigorous development of information technology, basing on information technology and internet platform, online games gradually get rid of the name of electronic heroin, and gradually industrialize and systematize. It can be seen that e-sports has now become a relatively mature industry, but the problem is that most online games on the market are imported from abroad. Therefore, one of the inevitable problems in the introduction process is the localization of the game. Language, as an important carrier of information transmission, plays an indispensable role in game localization. Not like the traditional text, the translation of game text pays more attention to the main position of the reader and its adaptability in the target market. Taking the game League of Legends as an example, this paper explores how to better combine the game with Chinese culture in the form of language from the perspective of Skopos Theory of Translation, so as to make Chinese players accept the games better and more likely to be infiltrated by traditional Chinese culture during the process of enjoying the game. | ||
| + | In this thesis, the author analyses the textual material of League of Legends from the perspective of Skopos Theory. Through the analysis of the lines, titles and names of the champions of this game. The author finds that the translators of the game mostly take the domestication strategy, and use several translation methods such as transliteration, amplification, free translation and so on to achieve their goal: making this game more acceptable for Chinese player and helping the Chinese players have a better game experience. However, during the process of analysis, the author analyzes the mistranslation and corrects the translation based on Skopos Theory. After the analysis of the material, it can be seen that with the guidance of Skopos Theory, translators can have specific rules to obey in order to achieve the goal and come out good translation. However, the related research in china is still very few, so the scholars should pay more attention to this field and make it a systematic discipline. | ||
===Key words=== | ===Key words=== | ||
Revision as of 14:10, 1 June 2022
英语笔译 卞王倩 Bian Wangqian 202170081563
英语笔译 曹姣 Cao Jiao 202170081564
英语笔译 陈路瑶 Chen Luyao 202170081565
英语笔译 崔晓凡 Cui Xiaofan 202170081566
英语笔译 邓阳林 Deng Yanglin 202170081567
英语笔译 高智慧 Gao Zhihui 202170081568
英语笔译 何丽娜 He Lina 202170081569
英语笔译 胡良明 Hu Liangming 202170081570
英语笔译 黄琼 Huang Qiong 202170081571
英语笔译 邝雨琪 Kuang Yuqi 202170081572
英语笔译 黎溢佳 Li Yijia 202170081573
英语笔译 李思敏 Li Simin 202170081574
英语笔译 李思源 Li Siyuan 202170081575
英语笔译 李婷 Li Ting 202170081576
英语笔译 李欣 Li Xin 202170081577
英语笔译 李颖 Li Ying 202170081578
英语笔译 李媛 Li Yuan 202170081579
英语笔译 李梓婕 Li Zijie 202170081580
英语笔译 梁思婷 Liang Siting 202170081581
英语笔译 廖诗韵 Liao Shiyun 202170081582
英语笔译 刘唱 Liu Chang 202170081583
Abstract
At present, with the vigorous development of information technology, basing on information technology and internet platform, online games gradually get rid of the name of electronic heroin, and gradually industrialize and systematize. It can be seen that e-sports has now become a relatively mature industry, but the problem is that most online games on the market are imported from abroad. Therefore, one of the inevitable problems in the introduction process is the localization of the game. Language, as an important carrier of information transmission, plays an indispensable role in game localization. Not like the traditional text, the translation of game text pays more attention to the main position of the reader and its adaptability in the target market. Taking the game League of Legends as an example, this paper explores how to better combine the game with Chinese culture in the form of language from the perspective of Skopos Theory of Translation, so as to make Chinese players accept the games better and more likely to be infiltrated by traditional Chinese culture during the process of enjoying the game. In this thesis, the author analyses the textual material of League of Legends from the perspective of Skopos Theory. Through the analysis of the lines, titles and names of the champions of this game. The author finds that the translators of the game mostly take the domestication strategy, and use several translation methods such as transliteration, amplification, free translation and so on to achieve their goal: making this game more acceptable for Chinese player and helping the Chinese players have a better game experience. However, during the process of analysis, the author analyzes the mistranslation and corrects the translation based on Skopos Theory. After the analysis of the material, it can be seen that with the guidance of Skopos Theory, translators can have specific rules to obey in order to achieve the goal and come out good translation. However, the related research in china is still very few, so the scholars should pay more attention to this field and make it a systematic discipline.
Key words
Introduction
Literature Review
Methods and Theories
Subtitle 1
Subtitle 2
Subtitle 3
Subtitle 4
Conclusion
References
英语笔译 刘乐乐 Liu Lele 202170081584
英语笔译 刘双英 Liu Shuangying 202170081585
英语笔译 刘婷 Liu Ting 202170081586
英语笔译 刘瑶 Liu Yao 202170081587
英语笔译 刘珍 Liu Zhen 202170081588
英语笔译 龙翰良 Long Hanliang 202170081589
英语笔译 罗姚林 Luo Yaolin 202170081590
英语笔译 马艳焕 Ma Yanhuan 202170081591
英语笔译 聂薇 Nie Wei 202170081592
英语笔译 孙丽君 Sun Lijun 202170081593
英语笔译 仝雨梦 Tong Yumeng 202170081594
英语笔译 童略雅 Tong Lueya 202170081595
英语笔译 庹树梅 Tuo Shumei 202170081596
英语笔译 王思琪 Wang Siqi 202170081597
英语笔译 王亚娟 Wang Yajuan 202170081598
英语笔译 肖冬晴 Xiao Dongqin 202170081599
英语笔译 肖佳莉 Xiao Jiali 202170081600
英语笔译 谢晓莹 Xie Xiaoying 202170081601
英语笔译 熊嘉玲 Xiong Jialing 202170081602
英语笔译 颜媛 Yan Yuan 202170081603
英语笔译 杨心怡 Yang Xinyi 202170081604
英语笔译 杨紫微 Yang Ziwei 202170081605
英语笔译 张国浩 Zhang Guohao 202170081606
Abstract
Language is the most important communication tool and the carrier of culture. Language itself is also a cultural phenomenon. The Chinese nation has a long history of thousands of years, and its language and culture are an indispensable part of Chinese traditional culture. With the development of electronic network and information technology, electronic language is also booming under this background. Electronic language is the product of the times. It has both positive and negative effects on Chinese language and culture. Starting with the analysis of the emergence and characteristics of electronic language, this paper focuses on the positive and negative impact of electronic language on Chinese traditional language and culture in the new media era, and further puts forward a series of measures to protect Chinese traditional language and culture.
Key words
New media; Electronic language; Language culture
Introduction
Literature Review
Methods and Theories
Subtitle 1
正文. (Wang 2021:423)如所用句子是引用他人的文章,请在引用部分后标明出处,如是借鉴他人观点,则请标注为(c.f: Wang 2021:423)
Subtitle 2
Subtitle 3
Subtitle 4
Conclusion
References
- Wang Jianhua (2021). The Reception of Liu Cixin's Three Body Problem in Europe. Oxford: Oxford University Press, 450 pp.