2015
DOI: 10.1075/jial.1.07mun
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Video Game Localisation for Fans by Fans

Abstract: The aim of this paper is to show the particularities of the so-called “romhacking”, a methodology developed by amateurs to localise mainly classic video games. In the first section, the concept and origin of the term “romhacking” is presented. The second section offers an overview of the workflow followed by romhackers to localise video games. In the third section, an analysis of the differences between professional and amateur translations is given. The fourth section includes a discussion of the legal aspect… Show more

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Cited by 43 publications
(11 citation statements)
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“…the lengths the localization team goes through to make gripping, enjoyable dialog, translated from the original Japanese into English, while still maintaining 6 Due to the scope of the paper, it cannot engage with the issue of fan translation, also known as "rom-hacking" in the video game industry. For more information about fan translation of games and participatory culture, see Muñoz-Sánchez (2009); O'Hagan (2007,2017) and O'Hagan and Mangiron (2013). 7 In the game, personas are the manifestation of the personality of the person who summons them to battle when they face some hardship.…”
Section: The Localization Of Persona: Rethinking Localization Strategies To Meet Fans' Expectationsmentioning
confidence: 99%
“…the lengths the localization team goes through to make gripping, enjoyable dialog, translated from the original Japanese into English, while still maintaining 6 Due to the scope of the paper, it cannot engage with the issue of fan translation, also known as "rom-hacking" in the video game industry. For more information about fan translation of games and participatory culture, see Muñoz-Sánchez (2009); O'Hagan (2007,2017) and O'Hagan and Mangiron (2013). 7 In the game, personas are the manifestation of the personality of the person who summons them to battle when they face some hardship.…”
Section: The Localization Of Persona: Rethinking Localization Strategies To Meet Fans' Expectationsmentioning
confidence: 99%
“…Even though there are several publications on the crowdsourcing of localization (Cronin, 2010;Muñoz Sánchez, 2009;O'Hagan, 2009), the outsourcing of translation quality to a community of users entails a brand new approach, and one that has not been discussed thus far in TS.…”
Section: A Critical Review Of the Facebook Model In The Light Of Translation Studiesmentioning
confidence: 99%
“…Luis Pérez-González Fan audiovisual translation (Dwyer 2018) encompasses three modes of mediation. Romhacking involves accessing a video game's ROM (read-only memory) data to localize its spoken and written language components (Muñoz Sánchez 2009). In some cases, translation hacking may be part of a wider process of modding, whereby fans tamper with the graphics and even the sequencing of game tasks or levels (O'Hagan 2009;O'Hagan and Mangiron 2013).…”
Section: Fan Audiovisual Translationmentioning
confidence: 99%