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Onlinegametranslation:Problems and Solutions

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

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