Dalarna University's logo and link to the university's website

du.sePublications
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • chicago-author-date
  • chicago-note-bibliography
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Culture and video game localization: A case study of Silent Hill f
Dalarna University, School of Language, Literatures and Learning.
2026 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

Japan has the third largest video game market in the world based on revenue, so Japan has produced many games which has become successful in international markets. One major factor in Japanese game developers’ success overseas have been said to be their internationalization and localization practices. Historically, to make the localization process easier, Japanese cultural elements were reduced by using fantasy settings or setting the games in the United States. Recently, however, a shift towards more foreignizing translation have been observed in Japanese video games.

This study examines how the localization of the video game Silent Hill f has treated the cultural words during the translation into English. 102 cases of cultural terms were collected from the game and categorized by their translation technique. It was also analysed if these cases would be considered domesticating or foreignizing, to determine whether Silent Hill f followed the same shift observed in other Japanese video games.

The results show that adaptation, which was considered domesticating, was the most prevalent technique used to translate cultural words. However, borrowing, which was considered foreignizing, was used frequently during the translation process, which seem to indicate that an effort was also made to preserve cultural terms. When compared with the results of other recent studies about the translation of cultural words, the localization of Silent Hill f appears to be foreignizing in its approach, even though adaptation was also used frequently.

Place, publisher, year, edition, pages
2026.
Keywords [en]
Japanese-English translation, Silent Hill f, Silent Hill, Cultural words, Video game translation, Localization, Foreignization, Domestication
National Category
Translation Studies
Identifiers
URN: urn:nbn:se:du-54002OAI: oai:DiVA.org:du-54002DiVA, id: diva2:2077441
Subject / course
Japanese
Available from: 2026-06-23 Created: 2026-06-23

Open Access in DiVA

fulltext(1034 kB)417 downloads
File information
File name FULLTEXT01.pdfFile size 1034 kBChecksum SHA-512
ce748b381055ea70f4ef2a2f72a3052574d05289425fc7f8d90d561925aa1367a7ec7c7b1da00238c7d16236e40ee6c2da1b1c64b7e654895de2e3735b21b57d
Type fulltextMimetype application/pdf

By organisation
School of Language, Literatures and Learning
Translation Studies

Search outside of DiVA

GoogleGoogle Scholar
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

urn-nbn

Altmetric score

urn-nbn
Total: 187 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • chicago-author-date
  • chicago-note-bibliography
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf