英翻中文章校正(電競產業) - 社會議題
By Bennie
at 2012-11-26T00:00
at 2012-11-26T00:00
Table of Contents
以下是一篇有關電競產業的文章,請高手幫忙在下看看中文翻譯有沒有錯,或是不通順的地方。有" "符號框起來的部分是在下特別不確定的,麻煩各位了!
In particular, it is rare to see an analysis of the relationship between online game fans, professional teams and pro gamers in the context of commodification, although the game fans’ participation in online game shows and fan club meetings are commodified and marketed as both a paid-for leisure experience and as a key selling point of corporations that own game teams. More importantly, audiences buy goods and spend their income accordingly. Corporations owning online game teams clearly understand what they sell to ever-increasing audiences that represent all socioeconomic classes; they are selling not only goods and services but also their brands in the long run. The most important thing for those corporations is that audiences get used to their brand name.
"特別的是",在商品化議題中很少看到分析粉絲、職業隊伍及電競選手之間關係的文章,即便粉絲參與電玩展及粉絲俱樂部的見面會皆屬商品化及市場化的行為——兩者都是付費體驗的休閒活動,也是擁有電競隊伍的企業之關鍵賣點。更重要的是,觀眾會因此掏出錢來購買產品。企業所支持的電競隊伍清楚地了解到,"他們賣給來自各個社經階級、日益增加的顧客的是什麼"——他們賣的不僅僅是商品、服務;從長遠來看,還有品牌。對那些企業來說,最重要的事莫過於觀眾"習慣使用他們的品牌。"
Update:
感謝晚風的指導!
在下另外還有些問題想請問:
Smythe recognized the economic relationship between the advertiser and the corporate product sponsor—the commodity producers pay advertising agencies for the advertiser’s product: for example, a broadcast commercial, a published ad, or a billboard.
Update 2:
雖然每個字都看得懂可是整段下來是有看沒有懂= =
我的翻譯:
Smythe認為廣告主與贊助商之間的經濟關係便是生產者付費給廣告業者以購買廣告主的產品,像是:商業廣播、廣告、告示板。
另外
"online game show networks" and online game teams in Seoul, Korea(" "的部分)
Online Game Commodities Fans
又該如何翻呢?
In particular, it is rare to see an analysis of the relationship between online game fans, professional teams and pro gamers in the context of commodification, although the game fans’ participation in online game shows and fan club meetings are commodified and marketed as both a paid-for leisure experience and as a key selling point of corporations that own game teams. More importantly, audiences buy goods and spend their income accordingly. Corporations owning online game teams clearly understand what they sell to ever-increasing audiences that represent all socioeconomic classes; they are selling not only goods and services but also their brands in the long run. The most important thing for those corporations is that audiences get used to their brand name.
"特別的是",在商品化議題中很少看到分析粉絲、職業隊伍及電競選手之間關係的文章,即便粉絲參與電玩展及粉絲俱樂部的見面會皆屬商品化及市場化的行為——兩者都是付費體驗的休閒活動,也是擁有電競隊伍的企業之關鍵賣點。更重要的是,觀眾會因此掏出錢來購買產品。企業所支持的電競隊伍清楚地了解到,"他們賣給來自各個社經階級、日益增加的顧客的是什麼"——他們賣的不僅僅是商品、服務;從長遠來看,還有品牌。對那些企業來說,最重要的事莫過於觀眾"習慣使用他們的品牌。"
Update:
感謝晚風的指導!
在下另外還有些問題想請問:
Smythe recognized the economic relationship between the advertiser and the corporate product sponsor—the commodity producers pay advertising agencies for the advertiser’s product: for example, a broadcast commercial, a published ad, or a billboard.
Update 2:
雖然每個字都看得懂可是整段下來是有看沒有懂= =
我的翻譯:
Smythe認為廣告主與贊助商之間的經濟關係便是生產者付費給廣告業者以購買廣告主的產品,像是:商業廣播、廣告、告示板。
另外
"online game show networks" and online game teams in Seoul, Korea(" "的部分)
Online Game Commodities Fans
又該如何翻呢?
Tags:
社會議題
All Comments
By Zora
at 2012-11-26T14:18
at 2012-11-26T14:18
2012-11-28 09:26:30 補充:
Smythe recognized … or a billboard.
Smythe 認定廣告商和公司產品贊助商的經濟關係-商品生產者為了廣告商的產品支付給廣告代理公司:例如商業廣播、刊登廣告或者廣告看板。
"online game show networks" and online game teams in Seoul, Korea(" "的部分)
“線上遊戲展網”(展示網)
Online Game Commodities Fans 是”線上遊戲商品粉絲(或愛好者)”。其實,Commodities不應該用複數,應該用commodity就好。
By Cara
at 2012-11-30T10:04
at 2012-11-30T10:04
我只要是~電腦維修~電腦重灌~電腦問題~修電腦~重灌win7~xp重灌~都是找他們
他們到府服務非常方便!!
希望能幫到你
可以跟他們聯絡看看
評價很高...你可以試試看!!^^
電話:02-29405818
或者加LINE~直接線上詢問也可以!
ID:gmepc168
希望能幫到你
Yahoo服務加網址
http://tw.serviceplus.yahoo.com/booth/seller/Y0193...
By Doris
at 2012-11-26T21:55
at 2012-11-26T21:55
可以去好玩遊戲天堂看看喔!http://www.webgame520.com/
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