The thesis focuses on linguistics applied to the computer field. On this area, in particular, the software localization process is relevant, as it describes the linguistic and cultural adaptation of an information technology product to a specific market scenario. This research, conducted from an interdisciplinary perspective, is related to the localization process in video games and, in a broader sense, to application software localization. Software and video game localization is experiencing a period of strong growth due to high market demand and the current trend to make computers more human-like in the way they interact with users. In this scenario, the thesis focuses on “linguistic” localization by addressing the language translation process from the perspective of translation studies, with particular reference to the process of translating the language assets in digital products, making them linguistically and culturally appropriate for the target market. As these aspects also involve technological assessments, also the main reference technical methodologies and tools will be explored. Starting by highlighting the main tools and methodologies currently used in software and video game localization, this study would focus on discussing the main issues and open challenges in this field, even considering the reference studies in comparative linguistics and culture related in video game localization. In this direction, in order to obtain up-to-date quantitative and qualitative data, a hybrid methodology has been used to perform literature review and meta-analysis, combining the PRISMA statement with a focus group that see involved both academic and professional experts in software and videogame localization. Furthermore, this research would investigate some peculiar linguistic and cultural aspects of videogames, also analysing selected products with a case study approach. The main objective of the thesis would be to reduce the gap between the linguist and the programmer, by redefining the way in which they collaborate; in fact, versatile specialized professional figures in this field are not easy to find, since it would require competencies in both information technology, linguistic and also intercultural fields. The obtained results allowed to define some useful competences for new or existing professional figures (perhaps also proposing some guidelines with the purpose to contribute in standardize specific educational paths), in the attempt to obtain an improved quality of the products.
Video Game and Application Software Localization: Case Study Analysis of Socio-technical and Linguistic Aspects Towards New Professional Profiles and Educational Pathways
PIRRONE, MARCO
2025
Abstract
The thesis focuses on linguistics applied to the computer field. On this area, in particular, the software localization process is relevant, as it describes the linguistic and cultural adaptation of an information technology product to a specific market scenario. This research, conducted from an interdisciplinary perspective, is related to the localization process in video games and, in a broader sense, to application software localization. Software and video game localization is experiencing a period of strong growth due to high market demand and the current trend to make computers more human-like in the way they interact with users. In this scenario, the thesis focuses on “linguistic” localization by addressing the language translation process from the perspective of translation studies, with particular reference to the process of translating the language assets in digital products, making them linguistically and culturally appropriate for the target market. As these aspects also involve technological assessments, also the main reference technical methodologies and tools will be explored. Starting by highlighting the main tools and methodologies currently used in software and video game localization, this study would focus on discussing the main issues and open challenges in this field, even considering the reference studies in comparative linguistics and culture related in video game localization. In this direction, in order to obtain up-to-date quantitative and qualitative data, a hybrid methodology has been used to perform literature review and meta-analysis, combining the PRISMA statement with a focus group that see involved both academic and professional experts in software and videogame localization. Furthermore, this research would investigate some peculiar linguistic and cultural aspects of videogames, also analysing selected products with a case study approach. The main objective of the thesis would be to reduce the gap between the linguist and the programmer, by redefining the way in which they collaborate; in fact, versatile specialized professional figures in this field are not easy to find, since it would require competencies in both information technology, linguistic and also intercultural fields. The obtained results allowed to define some useful competences for new or existing professional figures (perhaps also proposing some guidelines with the purpose to contribute in standardize specific educational paths), in the attempt to obtain an improved quality of the products.File | Dimensione | Formato | |
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https://hdl.handle.net/20.500.14242/196305
URN:NBN:IT:UNIECAMPUS-196305