Abstract
In this rapidly technologising age translation practice has been undergoing formidable changes with the implication that there is a need to expand the disciplinary scope of translation studies. Taking the case of game localisation this article problematises the role of translation as intercultural communication by focusing on cultural elements of video games. Game localisation evolved in response to the game industry’s need to distribute game software in territories other than the country of origin whereby adjusting games technically, linguistically and culturally to suit the requirements of the target market. Despite the importance of this cross-lingual and cross-cultural operation for the industry’s success in the global market, game localisation remains an underreported area of research in translation studies. A critical analysis of game localisation as generating software-mediated cultural experiences reveals intercultural communication issues due to the nature of modern digital games as technological and cultural artefacts. By combining translation studies perspectives and the theoretical framework of critical theory of technology, the author argues that game localisation is eliciting something new about the role of translation in forging intercultural communication in the digital age.

This publication has 16 references indexed in Scilit: