Chapter Creative translation practices in the transmedia space - challenges in the translation of cross-media projects
The modern entertainment industry is growing rapidly and is creating an ever-larger body of media to meet the growing demand from consumers, readers, viewers and gamers. In our modern, digital and global society, it is especially important that screenwriters, directors and video game designers make...
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| Format: | Online |
| Idioma: | alemany |
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Wydawnictwo Uniwersytetu Łódzkiego
2025
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| Accés en línia: | ONIX_20250307_9788382207330_1353 |
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| author | Rajchelt, Balbina |
| author_browse | Rajchelt, Balbina |
| author_facet | Rajchelt, Balbina |
| author_sort | Rajchelt, Balbina |
| collection | Directory of Open Access Books |
| description | The modern entertainment industry is growing rapidly and is creating an ever-larger body of media to meet the growing demand from consumers, readers, viewers and gamers. In our modern, digital and global society, it is especially important that screenwriters, directors and video game designers make their work accessible to as many audiences as possible. Of course, this is only possible if these works can be translated into other languages to present them to new linguistic and cultural groups. However, translating multimedia works such as movies, video games, theater performances etc. brings with it many new challenges, not least because most of these projects no longer function as standalone works but rather belong to larger multimedia franchises. A translator dealing with such a work must not only pay attention to the purely linguistic and cultural context of the text; The technical limitations of the medium and any legal requirements must also be observed. Moreover, the new text must match those already established in the series, so the translator's freedom of choice of words and style is often severely restricted. Another challenge is the way many translations of transmedia texts work, where (especially in the case of texts from video games) the translator does not receive the entire text, but only single fragments of text, paragraphs, phrases, or even individual words, without access to the context. The aim of this article is to show how creative translation practices – especially transcreation, trans-adaptation and cultural translation – and the use of technological tools can be used to translate transmedia projects so that translations meet the expectations of authors and audiences. |
| format | Online |
| id | doab-20.500.12854ir-155703 |
| institution | Directory of Open Access Books |
| language | ger |
| publishDate | 2025 |
| publishDateRange | 2025 |
| publishDateSort | 2025 |
| publisher | Wydawnictwo Uniwersytetu Łódzkiego |
| publisherStr | Wydawnictwo Uniwersytetu Łódzkiego |
| record_format | ojs |
| spelling | doab-20.500.12854ir-1557032025-03-07T14:31:33Z Chapter Creative translation practices in the transmedia space - challenges in the translation of cross-media projects Rajchelt, Balbina metal music site of trauma anty-semityzm modern theatre translation diaspora contemporary cinema The modern entertainment industry is growing rapidly and is creating an ever-larger body of media to meet the growing demand from consumers, readers, viewers and gamers. In our modern, digital and global society, it is especially important that screenwriters, directors and video game designers make their work accessible to as many audiences as possible. Of course, this is only possible if these works can be translated into other languages to present them to new linguistic and cultural groups. However, translating multimedia works such as movies, video games, theater performances etc. brings with it many new challenges, not least because most of these projects no longer function as standalone works but rather belong to larger multimedia franchises. A translator dealing with such a work must not only pay attention to the purely linguistic and cultural context of the text; The technical limitations of the medium and any legal requirements must also be observed. Moreover, the new text must match those already established in the series, so the translator's freedom of choice of words and style is often severely restricted. Another challenge is the way many translations of transmedia texts work, where (especially in the case of texts from video games) the translator does not receive the entire text, but only single fragments of text, paragraphs, phrases, or even individual words, without access to the context. The aim of this article is to show how creative translation practices – especially transcreation, trans-adaptation and cultural translation – and the use of technological tools can be used to translate transmedia projects so that translations meet the expectations of authors and audiences. 2025-03-07T14:31:31Z 2025-03-07T14:31:31Z 2022 chapter ONIX_20250307_9788382207330_1353 9788382207330 9788382207323 https://directory.doabooks.org/handle/20.500.12854/155703 ger image/jpeg Attribution-NonCommercial-NoDerivatives 4.0 International https://www.press.uni.lodz.pl/index.php/wul/catalog/book/1222 Wydawnictwo Uniwersytetu Łódzkiego 10.18778/8220-732-3.19 The modern entertainment industry is growing rapidly and is creating an ever-larger body of media to meet the growing demand from consumers, readers, viewers and gamers. In our modern, digital and global society, it is especially important that screenwriters, directors and video game designers make their work accessible to as many audiences as possible. Of course, this is only possible if these works can be translated into other languages to present them to new linguistic and cultural groups. However, translating multimedia works such as movies, video games, theater performances etc. brings with it many new challenges, not least because most of these projects no longer function as standalone works but rather belong to larger multimedia franchises. A translator dealing with such a work must not only pay attention to the purely linguistic and cultural context of the text; The technical limitations of the medium and any legal requirements must also be observed. Moreover, the new text must match those already established in the series, so the translator's freedom of choice of words and style is often severely restricted. Another challenge is the way many translations of transmedia texts work, where (especially in the case of texts from video games) the translator does not receive the entire text, but only single fragments of text, paragraphs, phrases, or even individual words, without access to the context. The aim of this article is to show how creative translation practices – especially transcreation, trans-adaptation and cultural translation – and the use of technological tools can be used to translate transmedia projects so that translations meet the expectations of authors and audiences. 10.18778/8220-732-3.19 83bfe9c9-323d-4283-b087-d859fd9af314 9788382207330 9788382207323 209-218 open access |
| spellingShingle | metal music site of trauma anty-semityzm modern theatre translation diaspora contemporary cinema Rajchelt, Balbina Chapter Creative translation practices in the transmedia space - challenges in the translation of cross-media projects |
| title | Chapter Creative translation practices in the transmedia space - challenges in the translation of cross-media projects |
| title_full | Chapter Creative translation practices in the transmedia space - challenges in the translation of cross-media projects |
| title_fullStr | Chapter Creative translation practices in the transmedia space - challenges in the translation of cross-media projects |
| title_full_unstemmed | Chapter Creative translation practices in the transmedia space - challenges in the translation of cross-media projects |
| title_short | Chapter Creative translation practices in the transmedia space - challenges in the translation of cross-media projects |
| title_sort | chapter creative translation practices in the transmedia space challenges in the translation of cross media projects |
| topic | metal music site of trauma anty-semityzm modern theatre translation diaspora contemporary cinema |
| topic_facet | metal music site of trauma anty-semityzm modern theatre translation diaspora contemporary cinema |
| url | ONIX_20250307_9788382207330_1353 |
| work_keys_str_mv | AT rajcheltbalbina chaptercreativetranslationpracticesinthetransmediaspacechallengesinthetranslationofcrossmediaprojects |