Cultural Barriers in Equivalence - The English Localization of the Video Game Wiedźmin 3: Dziki Gon Cover Image

Cultural Barriers in Equivalence - The English Localization of the Video Game Wiedźmin 3: Dziki Gon
Cultural Barriers in Equivalence - The English Localization of the Video Game Wiedźmin 3: Dziki Gon

Author(s): Piotr Maziarz, Debora Onik
Subject(s): Media studies, Pragmatics, Sociolinguistics, Social Informatics, Translation Studies
Published by: Uniwersytet Opolski
Keywords: localization; translation; equivalence; layers of localization; video game translation;

Summary/Abstract: With every passing day, video games are becoming increasingly popular, not only in Poland but also worldwide. As a consequence, a tendency has emerged among the biggest international companies to localize their digital products in an attempt to appeal to their target audience, and thus increase income. The following paper addresses the issue of equivalence in the English localization of the Polish video game Wiedźmin 3: Dziki Gon. More specifically, the authors conduct a comparative analysis of the Polish jokes, puns, songs, customs and other cultural references identified in the corpus, and their target language localizations. Finally, the paper discusses to what extent, if at all, the source and target language versions are equivalent in terms of linguistic, humorous and cultural implications..

  • Issue Year: 2019
  • Issue No: 7
  • Page Range: 45-57
  • Page Count: 13
  • Language: English
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