| ACKNOWLEDGEMENTS | 第7-8页 |
| ABSTRACT | 第8页 |
| 摘要 | 第9-13页 |
| CHAPTER I INTRODUCTION | 第13-18页 |
| 1.1 Research Background and Significance | 第13-14页 |
| 1.2 Introduction to Key Terms Involved in the Report | 第14-16页 |
| 1.3 Research Questions | 第16页 |
| 1.4 Description of Translation Task | 第16-18页 |
| CHAPTER II LITERATURE REVIEW AND THEORETICAL PERSPECTIVE | 第18-27页 |
| 2.1 Literature Review | 第18-23页 |
| 2.1.1 Studies on Game Translation at Home | 第18-20页 |
| 2.1.2 Studies on Game Translation Abroad | 第20-23页 |
| 2.2 Theoretical Perspective | 第23-27页 |
| 2.2.1 Overview of Peter Newmark’s Communicative and Semantic Translation | 第23-25页 |
| 2.2.2 Application of Communicative and Semantic Translation to Game Translation | 第25-27页 |
| CHAPTER III ANALYSIS OF DIFFICULTIES IN ONLINE GAME TRANSLATION: CASESTUDIES | 第27-43页 |
| 3.1 Lack of Context | 第27-37页 |
| 3.1.1 No Situational Context | 第28-31页 |
| 3.1.2 No Linguistic Context | 第31-34页 |
| 3.1.3 Reasons for Lack of Context | 第34-37页 |
| 3.2 Variables Used in the Text | 第37-43页 |
| 3.2.1 Numeric Variables | 第37-39页 |
| 3.2.2 Reference Variables | 第39-40页 |
| 3.2.3 Difficulties in Translating Variables | 第40-43页 |
| CHAPTER IV SOLUTIONS TO ONLINE GAME TRANSLATION | 第43-56页 |
| 4.1 Solutions to Lack of Context | 第43-50页 |
| 4.1.1 Undertranslation | 第43-45页 |
| 4.1.2 Verification of Translation in the Game Test | 第45-50页 |
| 4.2 Solutions to Translation of Variables | 第50-56页 |
| 4.2.1 Zero Translation | 第50-52页 |
| 4.2.2 Partial Translation | 第52-56页 |
| CHAPTER V CONCLUSION | 第56-59页 |
| 5.1 Major Findings | 第56-57页 |
| 5.2 Limitations | 第57页 |
| 5.3 Suggestions | 第57-59页 |
| BIBLIOGRAPHY | 第59-62页 |
| APPENDIX 1: China’s Gaming Industry Market Share by Game Type (2015) | 第62-63页 |
| APPENDIX 2: Top 10 Popular Online Games in China (2015) | 第63-64页 |
| APPENDIX 3: Top 10 Anticipated Online Games in China (2015) | 第64-65页 |
| APPENDIX 4: Source Texts and Their Translations (Excerpts) | 第65-101页 |