Getting rich with (Brazilian Pick-Axe Pete!) Didi: prospecting a touchstone for the vídeo game localization industry in Brazil
DOI:
https://doi.org/10.5007/1980-4237.2014n15p27Abstract
The localization phenomenon is related to products, much in the same way as translation is related to texts. I believe that concepts such as global and international should be employed with caution in the context of localization. My thesis: there is no such thing as a global product; products and services become international insomuch as they are re-located in a new market place. There always are restrictions on localization. The Brazilian localization of the video game Pick Axe Pete for the Magnavox Odissey2 seems to be an exception to this restriction rule. Moreover, the 1983 localization of this game was the first real effort of that nature in the Brazilian video game industry. When analyzing such a state of affairs one is confronted with the fact that the localization phenomenon can hardly be understood regardless of history. In our case study, the historical analysis of the Brazilian localization of Pick Axe Pete allows us to contemplate a connection between the social problems of gold prospection in Serra Pelada, and the beginnings of the Brazilian video game industry. The localization process itself implies the connection.Downloads
Published
2014-12-15
Issue
Section
Dossiê – Localização de games: um olhar interdisciplinar (org. Gustavo Althoff)
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