chapter  11
Fiction TV Formats in Poland—Why Bother to Adapt?
BySYLWIA SZOSTAK
Pages 16

This chapter analyzes user's perception and preferences regarding the translation of video games and their habits and attitudes toward in-game language when interacting with entertainment software and its related online contents. It explores these two dimensions, and identifies possible tensions between the local and the global in the reception of video games translation by the target audience as regards language use. The growth of the game industry has been exponential in recent decades, with figures shadowing other forms of entertainment such as cinema or music. Influence of entertainment software in today's society can hardly be questioned, and the economic and cultural impact of video games clearly deserves scholarly attention. Translating video games entails adapting complex multimedia products from a source into a target locale, which is understood in Translation Studies as those features of the customer's environment that are dependent upon language, country/region, and cultural conventions.