Národní úložiště šedé literatury Nalezeno 3 záznamů.  Hledání trvalo 0.00 vteřin. 
The process of localisation and translation of videogames
Vynar, Illia ; Walek, Agata (oponent) ; Šťastná, Dagmar (vedoucí práce)
The aim of this work is to analyse the process of video game localization. Based on the literature studied, the work is focused on how to adapt software product (in this case video game, The Witcher 3: Wild Hunt) to different cultures and languages, how to introduce new terminology and how to translate and localize new concepts of software products, especially of video games. Bachelor thesis reveals the problems, which usually occurs during the process of translation and localization of names of game characters, names of places, idioms, humour, curse words, stories, fixed expressions, localization of words or/and names, which were invented in the source language. And solutions to these problems on the example of the localization of the game ‘The Witcher 3: Wild Hunt’. Explaining not only the way how CD Project RED dealt with these problems but analysing why they have chosen exactly this way not another. Bachelor thesis consists of two parts, the first part of which is theoretical, explaining the concept of localization in general, referring to Bernal-Merino and his work ‘The Localisation of Video Games’ (2013), Heather Chandler and Stephanie O'Malley and their work ‘The Game Localization Handbook’, also Dunne, (2006:1), Cooke (1992: 212-3), Esselink (2000), O’Hagan (2007) and many others. A practical part on the example of the game shows the difficulties that were described and explained in the theoretical part.
The process of localisation and translation of videogames
Vynar, Illia ; Walek, Agata (oponent) ; Šťastná, Dagmar (vedoucí práce)
The aim of this work is to analyse the process of video game localization. Based on the literature studied, the work is focused on how to adapt software product (in this case video game, The Witcher 3: Wild Hunt) to different cultures and languages, how to introduce new terminology and how to translate and localize new concepts of software products, especially of video games. Bachelor thesis reveals the problems, which usually occurs during the process of translation and localization of names of game characters, names of places, idioms, humour, curse words, stories, fixed expressions, localization of words or/and names, which were invented in the source language. And solutions to these problems on the example of the localization of the game ‘The Witcher 3: Wild Hunt’. Explaining not only the way how CD Project RED dealt with these problems but analysing why they have chosen exactly this way not another. Bachelor thesis consists of two parts, the first part of which is theoretical, explaining the concept of localization in general, referring to Bernal-Merino and his work ‘The Localisation of Video Games’ (2013), Heather Chandler and Stephanie O'Malley and their work ‘The Game Localization Handbook’, also Dunne, (2006:1), Cooke (1992: 212-3), Esselink (2000), O’Hagan (2007) and many others. A practical part on the example of the game shows the difficulties that were described and explained in the theoretical part.
Srovnání fikčního světa počítačovách her a jejich literárních předloh
Kovaříková, Šárka ; Klumparová, Štěpánka (vedoucí práce) ; Kubíček, Tomáš (oponent)
Diplomová práce se snaží přiblížit vztah literárního díla a počítačové hry. První část se věnuje vymezení počítačového žánru RPG a literárního žánru fantasy, s nimiž se v práci pracuje. Zamýšlí se nad tím, jaké aspekty vedou hráče k hraní počítačových her a jaké lze najít spojitosti mezi literárním dílem a počítačovou hrou. Zaobírá se také zážitkem a prožíváním hry a četby, přičemž se konkrétněji zabývá flow-efektem a konceptem zanoření. Stěžejní část práce zkoumá obě média z hlediska naratologie. Interpretace a analýza literárního díla Andrzeje Sapkowského Sága o zaklínači a počítačové hry Zaklínač 3: Divoký hon sleduje specifika výstavby příběhu u dvou odlišných médií prostřednictvím narativních figur (události, postavy, prostor) a jejich případných modifikací. V neposlední řadě jsou sledovány účely a způsoby těchto obměn a jejich vliv na recipienta.

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