Can video game subtitling shape player satisfaction?
This paper focuses on video game translation from the vantage point of player experience. In our study player experience is operationalised with the use of the Game User Experience Satisfaction Scale (GUESS-18) which comprises nine experiential sub-scales. Drawing on an experiment with control and t...
| Publicado en: | Perspectives: Studies in Translatology Vol. 32; no. 1; pp. 59 - 76 |
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| Autores principales: | , |
| Formato: | Artículo |
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Taylor & Francis Ltd
Feb2024
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=175892420&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 175892420 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 0907676X S2F jtl: Perspectives: Studies in Translatology issn: 0907676X maglogo: N pubinfo: dt: Feb2024 vid: 32 iid: 1 pid: 377 pub: Taylor & Francis Ltd artinfo: ui: 175892420 10.1080/0907676X.2022.2155199 ppf: 59 ppct: 17 formats: fmt: @attributes: type: P size: 2MB tig: atl: Can video game subtitling shape player satisfaction? aug: au: Deckert, Mikołaj Hejduk, Krzysztof affil: Department of Translation Studies and Language Pedagogy, University of Lodz, Lodz, Poland su: Satisfaction Video games Control groups Spelling errors User experience Experiential learning sug: subj: Satisfaction Video games Control groups Spelling errors User experience Experiential learning keyword: cognition GUESS Player experience reception studies spelling errors translation ab: This paper focuses on video game translation from the vantage point of player experience. In our study player experience is operationalised with the use of the Game User Experience Satisfaction Scale (GUESS-18) which comprises nine experiential sub-scales. Drawing on an experiment with control and treatment groups, this article examines the (in)stability of player satisfaction by involving two groups who played the game Distraint: Deluxe Edition - either with or without typographic spelling errors deployed in the Polish translation of the in-game texts. The participants remotely installed and executed the game program on their local computers, then filled in our online questionnaire on their experience with the title. We find statistically significant differences between the two conditions in terms of Usability/Playability and Personal Gratification. Importantly, typos were also found to impact the composite score of gamer Satisfaction. Given these results, we conclude that user satisfaction is relatively malleable and can be shaped by aspects of translation. At the same time, a caveat is that we have not found evidence to indicate that typos specifically shape most of Satisfaction's subconstructs - like Audio and Visual Aesthetics, Play Engrossment, or Enjoyment - when considered separately. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: Y custom: Copyright of Perspectives: Studies in Translatology is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. item: Perspectives: Studies in Translatology holder: Taylor & Francis Ltd dt: @attributes: year: 2024 holdings: @attributes: islocal: N |
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