Navegando por Autor "Dantas, Stephanie Carvalho"
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TCC Guns as puns:aAn analysis of the Brazilian Portuguese localization of blends in the video game Enter the Gungeon(Universidade Federal do Rio Grande do Norte, 2022-12-14) Dantas, Stephanie Carvalho; Cooper, Jennifer Sarah; 0000-0001-7799-6633; http://lattes.cnpq.br/8018287439038667; Tiburcio, Christielen Dias da Silva; Oliveira, Samara FreitasThe video game industry represents an extremely important genre of entertainment, and it has grown in the last few decades partly due to localization practices. Such practices may be investigated by researchers to determine how effective the localizer(s) choices are in the context of a game. Thus, this research works with primary data obtained from the video game Enter the Gungeon (2016) with the purpose of evaluate the effectiveness of the localization strategies regarding blends in gun naming. To achieve this general objective, we first determined which of the gun names found had blends, either in American English or in the Brazilian Portuguese localization. Then, we observed the translation strategies being used to localize these names and classified them according to an adaptation of Delabastita’s (2014) categories, considering the blends as instances of puns. Finally, we evaluated how effective the strategies utilized were, based primarily on Rabassa (1989) and his concept of translation as adaptation and choice, as well as Bassnett’s (2002) considerations on loss and gain in translation, among other authors. Our corpus comprises 29 blends identified in Enter the Gungeon. Our analysis showed that the localization was effective in the majority of cases, mostly through the use of the “blend pun to blend pun” and “non-blend pun to blend pun” strategies, based on the criteria established: creative adaptation of source material in order to maintain the audiovisual and linguistic tone of the source text; maintenance of the wordplay contained in the source text; careful attention to meta and cultural references present in Enter the Gungeon. By investigating the strategies and their effectiveness based on our criteria, we hope this research will contribute to the expansion of video game localization analysis within Translation Studies and to video game localization practices from American English into Brazilian Portuguese.
