Translating Identities: How Cultural Choices Shape Character Perception in Genshin Impact

Author:

Mihu Catrina-Claudia1

Affiliation:

1. Lucian Blaga University of Sibiu , Romania

Abstract

Abstract This article undertakes a comparative analysis of the English and Chinese voice-lines of specific characters in Genshin Impact – a well-known open world role-playing video game developed by Mihoyo Technology and examines the cultural implications that might have led to varied translations. By closely scrutinizing linguistic adaptations and cultural nuances, the study aims to shed light on how these differences in translation significantly influence the perception of characters among their respective audiences globally. The research delves into the complex choices made by translators and their impact on character representation, addressing the discourse on the interplay between language and culture, and how these intersect with in-game narratives. In doing so, the article not only offers valuable insights into the intricacies of cross-cultural adaptation in regards to video game localization, but also contributes to a broad understanding of how linguistic choices actively shapes the audience’s perception when navigating the immersive world of Genshin Impact.

Publisher

Walter de Gruyter GmbH

Reference5 articles.

1. Bernal-Merino, Miguel Angel. The Localisation of Video Games. 2013. Imperial College, PhD dissertation, 2013.

2. Dong, Luo, and Carmen Mangiron. “Journey to the East: Cultural Adaptation of Video Games for the Chinese Market.” Journal of Specialised Translation, vol. 29, 2018, pp. 149-168.

3. Mangiron Carmen, and Minako O’Hagan. “Game Localisation: Unleashing Imagination with ‘Restricted’ Translation.” Journal of Specialised Translation, vol. 6, 2006, pp. 10-20.

4. Rahardjo, Hardianto. “Different Personality Nuances Caused by Translation Differences (Semantic Analysis of Fictional Characters Personality Differences Caused by Japanese and English Dialogue Translation in Genshin Impact).” WIDAI Japanese Journal, vol. 1, no. 2, 2021, pp 42–52. https://doi.org/10.33197/widai.vol1.iss2.2021.874.

5. Zhang, Xiaochun. “Video Game Localization. Translating Interactive Entertainment.” The Routledge Handbook of Translation and Media, edited by Esperança Bielsa, Routledge, 2022, pp. 369-378.

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