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게임 번역 교육의 방향성 조망: 대학 게임 번역 수업 사례 분석을 중심으로

A Study on the Direction of Game Translation Training: A Case Study of a Game Translation Course of College

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The purpose of this study is to examine the direction of undergraduate education necessary to cultivate game translation experts capable of comprehending the specificities within the continually expanding game market. In the initial phase of our research, we delineated our teaching approach based on the translation company's test types. Subsequently, we conducted a comprehensive analysis of the course plans and evaluation methods implemented at S University over the course of a year. This analysis aimed to identify common errors made by students in game translation, providing insights into refining future instructional strategies. The observed errors were categorized into three types. Firstly, there were errors stemming from an inadequate understanding of tags and variables. Secondly, errors were noted in the comprehension of game-specific terminology. The third type of error was associated with a misunderstanding of the distinct sentence styles employed in games. In conclusion, it became evident that errors in the first and second categories could be rectified in the short term. In contrast, the third and fourth categories underscored the necessity for extensive practice over an extended period.

Abstract

The purpose of this study is to examine the direction of undergraduate education necessary to cultivate game translation experts capable of comprehending the specificities within the continually expanding game market. In the initial phase of our research, we delineated our teaching approach based on the translation company's test types. Subsequently, we conducted a comprehensive analysis of the course plans and evaluation methods implemented at S University over the course of a year. This analysis aimed to identify common errors made by students in game translation, providing insights into refining future instructional strategies. The observed errors were categorized into three types. Firstly, there were errors stemming from an inadequate understanding of tags and variables. Secondly, errors were noted in the comprehension of game-specific terminology. The third type of error was associated with a misunderstanding of the distinct sentence styles employed in games. In conclusion, it became evident that errors in the first and second categories could be rectified in the short term. In contrast, the third and fourth categories underscored the necessity for extensive practice over an extended period.

참고문헌 (14)

  1. 허지운, "게임화 기반 통역교육 프레임워크 설계에 관한 탐색적 연구", 인문사회 21, 13(5), pp.1185~1200 (2022), 인문사회 21
  2. 허지운, "학습 동기부여를 위한 메타버스 연계 게임화 기반 통역 교육 연구: 통역 교육 및 학습 주체의 수요를 중심으로", 통번역교육연구, 21(2), pp.25~46 (2023), 한국통번역교육학회[DOI]
  3. Bernal-Merino, Miguel Á., "Translation and Localization in Video Games. Making Environment Software Global" (2014), Routledge
  4. Chandler, H., "The Game Publication Handbook : Burlington" (2014), Jones &Bartlett Learning
  5. Granell, Ximo., "Teaching Video Game Localization in Audiovisual Translation Courses at University", The Journal of Specialized Translation, 16, pp.185~202 (2011)
  6. Kim, J. Yon., "Actors, Networks and Skopos of Mobile Game Localization", pp.2022
  7. Mangiron, Came., "Latest Advancements in Audiovisual Translation Education", The Interpreter and Translator Trainer, 15, pp.34~50 (2008)
  8. Odacıoğlu, "The Position of Game Localization Training within Academic Translation Teaching", Journal of Language Teaching and Research, 7(4), pp.675~681 (2016)
  9. O’Hagan, M., "Game Localization: Translating for the Global Digital Entertainment Industry" (2013), John Benjamins Publishing Company
  10. Quak C. K., "Translation and Technology, Gunilla Anderman and Margaret Rogers"
  11. Zhang, Xiaochun, "Main Actors and the Network of Digital Game Localisation in China", PhD, pp.2015
  12. "한국콘텐츠진흥원"[URL]
  13. "뉴주 사이트"[URL]
  14. "네이버 카페 주간번역가"[URL]

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