Translation of precedent phenomena requires a special approach to preserve their uniqueness and authenticity. This article studies the ways of translating precedent phenomena in video games on the example of localisation of the computer game “Atomic Heart” by Mundfish studio. The authors analyse the difficulties arising in the translation of precedent phenomena and consider the translation strategies that allow preserving the authenticity of precedent phenomena. In the game “ATOMIC HEART”, precedent phenomena are used to create “false nostalgia”, which arouses the interest of domestic users of different age categories. Feedback from foreign users indicates that it was not possible to fully localise the game for other cultures. In most cases, a resistive method with reliance on literal translation or omission of the precedent element was used to convey the meaning of precedent phenomena. As a result, foreign recipients, unlike domestic ones, do not experience vivid emotions and nostalgia while playing the game, encountering different cultural references.
No takes yet. Share an insight, caveat, or question.
OLIZKO et al. (2024) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: