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자료유형
학술저널
저자정보
저널정보
한국번역학회 번역학연구 번역학연구 제7권 제2호
발행연도
2006.9
수록면
69 - 86 (18page)

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This paper addresses the problems of terminology translation of digital narrative and its discourse with focus on narrative texts: computer games and hypertext fictions. Digital narrative is the narrative mediated by computer technology so that readers/users can enjoy the texts on computer screen. As such, this new narrative form uses a slew of English computer terminology. At issue is standards and consistency when it comes to translation and terminology. This is more true in digital narrative because computer technology evolves quickly. Not just users but translators rush to accomodate its terminology and find Korean equivalents.
This is quite a challenge to translators as they need a strong background knowledge on this new discipline while keep up with current digital jargons and narratology. Otherwise they often make mistakes in interpreting concepts and making Korean equivalents. I elaborate translation problems with examples of key terminology and concepts: dungeon, dragon, RPG, PK in games and hypertext, link, node and super reader in hypertext fiction. Some Korean scholars argue that we should make Korean equivalents to English counterparts. The original intention is good but it fails to reach consensus among Korean scholars. Consequently they suggest same terms for different concepts or vice versa. What makes a matter worse is that people are reluctant to use standardized terms. Instead, they mix jargons of Korean and English or even coin strange words dubbed as "alien terms." It is no easy job, then, to make all the Korean equivalents to English jargons of digital narrative. Yet it will be worthwhile to study its concepts to find the best equivalents and use standardized terms if any.

목차

1. 서론
2. 디지털 서사와 용어
3. 결론
참고문헌
[Abstract]

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UCI(KEPA) : I410-ECN-0101-2012-701-004326695