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비디오 게임 현지화에 관한 소고(小考) - 스타크래프트2 현지화·한글화에 관한 팬덤의 논쟁을 중심으로
Thoughts on video game localization: With focus on fans' discussion on the pros and cons of localizing StarCraft II.

첫 페이지 보기
  • 발행기관
    한국외국어대학교 통번역연구소 바로가기
  • 간행물
    통번역학연구 KCI 등재 바로가기
  • 통권
    제16권 1호 (2012.02)바로가기
  • 페이지
    pp.109-127
  • 저자
    이상빈
  • 언어
    한국어(KOR)
  • URL
    https://www.earticle.net/Article/A168106

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원문정보

초록

영어

This paper aims to show the Korean game fans' online discussion on the pros and cons of localizing Starcraft and to explain some characteristics of its localization. Since its debut in 1998, StarCraft, a real-time strategy video game developed by Blizzard Entertainment, has enjoyed great popularity in Korea, stimulating remarkable growth in the nation's eSports industry. As of 2007, StarCraft sold about 9.5 million copies around the world, with 4.5 million of them sold in Korea. It is thus hardly surprising that the revelation of StarCraft II captured much attention and imagination in the Korean game community. However, it was reported that unlike the original game, the sequel would be published in a localized form, perplexing many Korean gamers who had long familiarized themselves with the English version of StarCraft. While some fans welcomed the developer's decision on localization, most of the fan community opposed localization itself and the proposed translation method. As such, the developer had to pay careful attention to the fans' opinions in its localizing process. The localization of StarCraft II has three peculiarities in terms of fans' activities. First, it was the very fans who disputed the ongoing localization of their beloved game. Second, the developer held a translation contest to gather the fans' opinions on translation and to reduce their discontent. Third, fans' discussion on translation was focused almost entirely on the names of in-game Units and Buildings.

목차


 1. 머리말
 2. 게임 현지화: 팬 활동을 중심으로
 3. 스타크래프트2의 현지화와 특수성
  3.1. 관련 배경
  3.2. 스타크래프트2의 현지화·한글화를 둘러싼 팬들 간의 논쟁: 네이트(Nate) 블로그를 중심으로
  3.3. 스타크래프트2의 현지화·한글화의 특징
 4. 맺음말
 참고문헌

키워드

비디오 게임 현지화 한글화 스타크래프트 게임 팬 팬 번역 Video Game Localization Translation Into Korean StarCraft Game Fans Fan Translation

저자

  • 이상빈 [ Lee, Sang-Bin | 동국대학교(서울) ]

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    한국외국어대학교 통번역연구소 [Interpreting and Translation Research Institute, Hankuk University of Foreign Studies]
  • 설립연도
    1997
  • 분야
    인문학>통역번역학

간행물

  • 간행물명
    통번역학연구 [Interpreting and Translation Studies]
  • 간기
    계간
  • pISSN
    1975-6321
  • eISSN
    2713-8372
  • 수록기간
    1997~2026
  • 등재여부
    KCI 등재
  • 십진분류
    KDC 717 DDC 400

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