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Creative Localisation Quality Metrics: The Case of Video Games Background Knowledge Impact

Student: Kuzmichyova Polina

Supervisor: Irina Ubozhenko

Faculty: School of Foreign Languages

Educational Programme: Foreign Languages and Intercultural Communication (Bachelor)

Year of Graduation: 2024

In the 21st century, video games have taken leading positions in the entertainment industry and popular culture, so their localization is in great demand. However, the localization of video games, unlike the translation of technical or fiction literature, requires an integrated approach, since video games are an interactive media product full of allusions, humor, puns and other elements, the translation of which directly depends on the background knowledge of the specialist. The object of research in this work is the audiovisual text of the localization of the video game Disco Elysium. The goal of this research is to highlight background information as a quality parameter for video game localization. The research methodology consists of: controlled data selection, descriptive, comparative and contextual analysis of transcreative translation solutions, which will also be assessed in terms of the adequacy of the use of background information and taking into account the specifics of the communicative situation.

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