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게임 분류별 현지화 전략에 대한 고찰
| DC Field | Value | Language |
|---|---|---|
| dc.contributor.author | 김홍균 | - |
| dc.contributor.author | 김순영 | - |
| dc.date.accessioned | 2026-03-12T09:00:08Z | - |
| dc.date.available | 2026-03-12T09:00:08Z | - |
| dc.date.issued | 2026-02 | - |
| dc.identifier.issn | 2713-9697 | - |
| dc.identifier.uri | https://scholarworks.dongguk.edu/handle/sw.dongguk/63946 | - |
| dc.description.abstract | This paper aims to classify video games from the perspective of localization and to propose localization strategies for each category. Drawing on Lee et al. (2014), classification criteria for games were identified by analyzing the significance of their core components in the context of localization. The analysis found that video games can be classified according to three key dimensions: reception, expected audiences, and objects of localization work. Then, examples of games and their localized versions were compared to propose localization strategies for each classified game category. With regard to reception, games can be classified into ‘control-focused’ and ‘non-control-focused’ types based on player engagement and interaction with modifying media (e.g. using dubbed audio) and preservation respectively suggested. For expected audiences related to the age rating system, modifying content for broader appeal or maintaining original elements for current fans are proposed. According to objects of localization, games are categorized as ‘real-world based’ and ‘fictional world based’. For the former, culturally immersive localization is recommended while more creative approaches is encouraged for the latter. | - |
| dc.format.extent | 26 | - |
| dc.language | 한국어 | - |
| dc.language.iso | KOR | - |
| dc.publisher | 동국대학교 번역학연구소 | - |
| dc.title | 게임 분류별 현지화 전략에 대한 고찰 | - |
| dc.title.alternative | Localization Strategies based on Game Classification | - |
| dc.type | Article | - |
| dc.publisher.location | 대한민국 | - |
| dc.identifier.url | https://trans.dongguk.edu/article/tlt/detail/207380 | - |
| dc.identifier.bibliographicCitation | 번역∙언어∙기술, v.7, pp 153 - 178 | - |
| dc.citation.title | 번역∙언어∙기술 | - |
| dc.citation.volume | 7 | - |
| dc.citation.startPage | 153 | - |
| dc.citation.endPage | 178 | - |
| dc.type.docType | Y | - |
| dc.identifier.kciid | ART003310900 | - |
| dc.description.isOpenAccess | N | - |
| dc.description.journalRegisteredClass | kci | - |
| dc.subject.keywordAuthor | Game Translation | - |
| dc.subject.keywordAuthor | localization | - |
| dc.subject.keywordAuthor | localization strategies | - |
| dc.subject.keywordAuthor | game classification | - |
| dc.subject.keywordAuthor | text typology | - |
| dc.subject.keywordAuthor | 게임 번역 | - |
| dc.subject.keywordAuthor | 현지화 | - |
| dc.subject.keywordAuthor | 현지화 전략 | - |
| dc.subject.keywordAuthor | 게임 분류 | - |
| dc.subject.keywordAuthor | 텍스트 분류 | - |
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