An approach to the localisation of Chinese video games into Spanish: the translation of the names of demons and monsters in Black Myth: Wukong

Authors

DOI:

https://doi.org/10.32735/S0718-22012026000623806

Keywords:

Video game localization, audiovisual translation, translation techniques, Chinese-Spanish translation, Black Myth: Wukong

Abstract

The Chinese video game Black Myth: Wukong has gained significant global popularity since its release. This study examines the Spanish translation of monster and demon names in the game, focusing on the localization strategies employed. Through qualitative and quantitative analysis of a parallel corpus comprising 171 names, we identified and categorized the translation techniques used. Results reveal a preference for foreignization, with semantic translation as the predominant technique (60% of cases), while transcreation was least employed. This trend contrasts with the prevailing tendency towards domestication in video game localization. The study also identifies challenges in the localization process, including time constraints and potential quality control deficiencies. While the localization largely succeeds in preserving Chinese cultural elements, areas for improvement in translation accuracy and contextualization are noted. This research contributes to understanding the localization practices of Chinese video games for Western audiences and raises questions about balancing cultural fidelity and accessibility in translating cultural products.

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Published

2026-06-01

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Articles

How to Cite

An approach to the localisation of Chinese video games into Spanish: the translation of the names of demons and monsters in Black Myth: Wukong. (2026). ALPHA. Journal of Arts, Literature and Philosophy, 1(62), 187-208. https://doi.org/10.32735/S0718-22012026000623806