Localization has poorly been explored in the academic world and thus present some aspects which would benefit from more focus on its study. The main aspects which have been chosen to analyze are gender, humor and names translation, given that mainly the two first scarcely show any presence in the academic world, but are a constant challenge when localizing videogames. The purpose of this study is to analyze and use as paradigm the translation challenges and the Spanish target translations which stem from Borderlands 2 due to large amount of texts found in this video game, as well as the very different characteristics of the texts depending on their context.
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