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dc.date.accessioned2020-11-03T14:05:26Z-
dc.date.available2020-11-03T14:05:26Z-
dc.date.issued2020-
dc.identifier.citationPagano Mariano, P. (2020). Aspects of video game localisation in the Maltese scenario (Master's dissertation).en_GB
dc.identifier.urihttps://www.um.edu.mt/library/oar/handle/123456789/63235-
dc.descriptionM.TRANSLATION&TERMINOLOGYen_GB
dc.description.abstractThe demand for video game localisation has been growing in the last decade among companies worldwide. However, research on video game localisation on the Maltese Islands as the state-of-the-art was not available until now. As a result, this research aims to identify the localisation process among game studios based in Malta. Furthermore, the translatable files are then analysed with the purpose of highlighting the main game assets in the localised versions as well as the strategies applied when translating. Chapter 1 overviews the history of games in general and then that of video games, followed by the origins of localisation, and the state of the video game industry in the Maltese territory. The research aims are subsequently outlined. Chapter 2 first tackles the approach between Translation Studies and video game localisation, the localisation process is then described in relation to its different methods, several stages, and the main roles and tools used in this field for professional video game localisation. Chapter 3 states the method of data collection. The chapter is then divided into two phases. The first phase analyses the answers of the questionnaire given to the game studios based in Malta. The answers are organised on the basis of eight main points which identify the state-of-the-art of the video game localisation industry in Malta. The second phase aims to analyse the materials provided by the game studios. These include the localised version of a game into Italian, and the localised version of a mobile game into Maltese, both having English as a source language. The comparative analysis between the English source text and the Maltese target text identifies five main points which may need be taken into consideration when localising from English into Maltese. Chapter 4 discusses the strengths and weaknesses of this research. More potential future projects are also outlined with particular emphasis on the analyses of board games and game-based learning in the Maltese scenario.en_GB
dc.language.isoenen_GB
dc.rightsinfo:eu-repo/semantics/restrictedAccessen_GB
dc.subjectTranslating and interpreting -- Technological innovationsen_GB
dc.subjectVideo games industry -- Technological innovationsen_GB
dc.subjectEnglish language -- Translating into Italianen_GB
dc.subjectEnglish language -- Translating into Malteseen_GB
dc.titleAspects of video game localisation in the Maltese scenarioen_GB
dc.typemasterThesisen_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.en_GB
dc.publisher.institutionUniversity of Maltaen_GB
dc.publisher.departmentFaculty of Arts. Department of Translation, Terminology & Interpreting Studiesen_GB
dc.description.reviewedN/Aen_GB
dc.contributor.creatorPagano Mariano, Paola-
Appears in Collections:Dissertations - FacArt - 2020
Dissertations - FacArtTTI - 2020

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