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국내 게임 이용자들의 게임 번역 평가 사례 연구—온라인 커뮤니티 디시인사이드에 게시된 게임 번역 관련 이용자 게시글을 사례로
| DC Field | Value | Language |
|---|---|---|
| dc.contributor.author | 김홍균 | - |
| dc.contributor.author | 김순영 | - |
| dc.date.accessioned | 2024-08-08T09:00:32Z | - |
| dc.date.available | 2024-08-08T09:00:32Z | - |
| dc.date.issued | 2023-12 | - |
| dc.identifier.issn | 1229-795X | - |
| dc.identifier.uri | https://scholarworks.dongguk.edu/handle/sw.dongguk/20723 | - |
| dc.description.abstract | This research examines player evaluations of game translation, using feedback from the online community ‘DCinside.’ It identifies four key domains of game translation asssessed by players: in-game assets, art assets, audio and cinematic assets, and online/screen materials. Each domain is evaluated based on different criteria. In-game assets are judged for their effectiveness in conveying gameplay and story information, as well as the overall quality of translation, including aspects such as typos, spelling, spacing errors, and consistency. Art assets are evaluated for their visual text effects, such as design, color, and highlighting. Audio and cinematic assets are assessed based on the auditory impact of the text, including the actor’s tone and rhythm. Online/screen materials are assessed for their effectiveness in communicating information about upcoming game changes and the gaming environment. Based on these reviews, the study proposes several recommendations to enhance game translation. These include understanding the unique characteristics of each game’s text, expanding translators’ access to hard-to-obtain but essential information, improving translators’ communication skills for better collaboration, and strengthening the revision process with comprehensive guidelines for translators. | - |
| dc.format.extent | 38 | - |
| dc.language | 한국어 | - |
| dc.language.iso | KOR | - |
| dc.publisher | 한국번역학회 | - |
| dc.title | 국내 게임 이용자들의 게임 번역 평가 사례 연구—온라인 커뮤니티 디시인사이드에 게시된 게임 번역 관련 이용자 게시글을 사례로 | - |
| dc.title.alternative | Analyzing Player Feedback on Game Translation: A Case Study of the ‘DCinside’ Online Community | - |
| dc.type | Article | - |
| dc.publisher.location | 대한민국 | - |
| dc.identifier.doi | 10.15749/jts.2023.24.4.004 | - |
| dc.identifier.bibliographicCitation | 번역학연구, v.24, no.4, pp 91 - 128 | - |
| dc.citation.title | 번역학연구 | - |
| dc.citation.volume | 24 | - |
| dc.citation.number | 4 | - |
| dc.citation.startPage | 91 | - |
| dc.citation.endPage | 128 | - |
| dc.identifier.kciid | ART003027131 | - |
| dc.description.isOpenAccess | N | - |
| dc.description.journalRegisteredClass | kci | - |
| dc.subject.keywordAuthor | game translation | - |
| dc.subject.keywordAuthor | game localization | - |
| dc.subject.keywordAuthor | player feedback analysis | - |
| dc.subject.keywordAuthor | game translation quality criteria | - |
| dc.subject.keywordAuthor | online community player reviews | - |
| dc.subject.keywordAuthor | 게임 번역 | - |
| dc.subject.keywordAuthor | 게임 현지화 | - |
| dc.subject.keywordAuthor | 이용자 평가 분석 | - |
| dc.subject.keywordAuthor | 게임 번역 품질 평가 기준 | - |
| dc.subject.keywordAuthor | 온라인 커뮤니티 이용자 비평 | - |
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