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翻译三级笔译实务模拟50

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翻译三级笔译实务模拟50

翻译三级笔译实务模拟50Section 1 English-Chinese TranslationTranslate the following passage into Chinese.1.  Para(江南博哥). 1 Moral panics over new media are old hat. The social effects of novels, films, comic books and pop music were condemned by the grumpy reactionaries of the time. In recent years video games have been a popular villain. Exasperated parents and opportunistic politicians have long fretted that they make players lazy and listless, or else unpredictable and violent. Those concerns turned out to be largely misplaced.    Para. 2 But new worries about the addictiveness of games, and the danger that poses to children in particular, have more substance to them and are already prompting a regulatory crackdown. The industry would be wise to get ahead of the problem.    Para. 3 Japan and South Korea have passed laws designed to regulate a video-gaming industry whose products are increasingly seen as addictive and harmful. And as business models refined in Asia have come to the West, lawmakers in Europe and America are becoming more concerned, too.    Para. 4 Such concerns feel more credible than prior panics, for two reasons. The first is that much gaming now happens online, and generates reams of behavioral data. This allows publishers to monitor exactly how customers are playing games, and fine-tune them to make them as compelling as possible.    Para. 5 The second is the realization that players will happily pay real money for virtual goods. These can be upgrades, costumes or weapons for their in-game characters, or (more cynically) a lottery-style "loot box" whose contents are unknown in advance, but might prove valuable enough to resell to other players. Since the marginal cost of creating virtual items is zero, they are very profitable for developers. That has given rise to a "freemium" business model whereby games are given away cheaply or free but players are constantly nagged to spend money on in-game items. All this has been supercharged by smartphones, which mean people can keep playingand payingat all hours of the day.    Para. 6 The result is an unhealthy loop. Firms strive to keep players hooked, because the more time they spend in a game, the more money they will spend on baubles within it. Whizzy data analytics let developers tweak their products to do just that, using psychological tricks and nudges familiar from social-networking sites and the gambling industry. All this can be extremely lucrative. Sensor Tower, an analysis firm, reckons that "Candy Crush Saga", a popular game in the West, made $930m last year.    Para. 7 The keenest gamers, known as "whales" (a term coined by casinos to describe high-rolling customers), can spend thousands of dollars a year.    Para. 8 Video games now rival the film industry for clout. Gaming is thought to be worth around $140bn annually worldwide, and is growing at 13% a year. But society's attitude towards technology is hardening. In a world of fake news and hyper-targeted advertising, voters and politicians have awoken to the danger that devices and data may be manipulating people in harmful ways. A little voluntary forbearance now could save a lot of regulatory pain later. 正确答案:第一段 对新兴媒体的道德恐慌由来已久,不值得稀奇。小说、电影、漫画书和流行音乐影响社会,被现在脾气不好的反对派谴责,而近年来电子游戏则成为广受欢迎的“反派人物”。长期以来,恼怒的父母和投机的政客一直担心这些游戏会让玩家变得懒惰倦怠,或喜怒无常、性情乖戾。然而,这些担忧在很大程度上是没有必要的。   第二段 但最近,人们又担心游戏成瘾,特别是其对儿童造成的危害。这一担忧更有依据,已经促使相关部门采取严厉的监管措施。游戏行业最好先解决这个问题。   第三段 日本和韩国认为电子游戏产品致瘾有害,目前已经通过了旨在监管该行业的法律。随着亚洲完善的商业模式逐渐走向西方,欧关的立法者也开始忧虑。   第四段 这种担忧比之前的恐慌更有道理,原因有二。第一,目前市面上多为线上游戏,玩家在游戏过程会产生大量的行为数据,这使得开发商能够准确细致地了解用户行为,对产品进行微调,使其尽可能吸引用户。   第五段 第二,玩家很乐意花钱购买虚拟商品。他们可能是为了给游戏角色升级、添置服饰或武器,更可笑的是为了购买乐透式“战利品箱”。玩家事先不清楚箱内有何物品,但其价值有可能足以让其在倒卖中获利。由于创建虚拟物品的边际成本几乎为零,开发商获利丰厚,这就催生了“免费增值”的商业模式,即开发商将游戏低价或免费提供给玩家,但在游戏过程中却不断诱导玩家购买虚拟物品。智能手机的普及大大促进了这一切,现在人们玩游戏玩个不停,甚至24小时全在玩。   第六段 这导致了恶性循环。游戏公司努力吸引玩家,因为他们在游戏中花费的时间越多,购买的商品也就越多。开发商利用先进的数据分析方法来改良产品,还运用社交网站和赌博业常用的温和诱导的心理技巧,以成功吸引玩家。其中的利润,是极其丰厚的。分析公司感应塔(Sensor Tower)称,在西方广受欢迎的游戏“糖果粉碎传奇”(Candy Crush Saga)去年收入9.3亿美元。   第七段 最狂热的玩家,被称为“鲸鱼”(这个词最初用来形容在赌场上挥金如土的玩家),他们每年可以花费数千美元。   第八段 现在,电子游戏与电影产业的影响力不相上下。目前全球游戏一年的市场价值约为1400亿美元,并以每年13%的速度增长。但人们对技术发展的态度愈加严苛。在一个充斥着虚假新闻和定向广告的社会,选民和政客们已经意识到危机,电子设备和数据可能正在以有害的方式操纵人们的思想。现在游戏行业的些许“自制”能帮助它们减轻之后监管带来的“痛楚”。解析 1第一段句old hat为固定搭配,意思是something that is old-fashioned and no longer interesting“过时的且不再有趣的内容”。结合本文语境,后文讲到家长和反对派长期以来对新兴媒体的抨击,因此此处可译作“由来已久,不值得稀奇”。   2第二段句get ahead原义为“走在前面”“率先取得进展”,原文get ahead of the problem,意为“在这个问题上取得进展”,可译作“解决问题”。   3第五段句marginal cost为专有名词,意为“边际成本”,指的是每一单位新增生产的产品(或者购买的产品)带来的总成本的增量。   4第五段句supercharged原义为“给引擎的油增压,使引擎运行得更快”。此处指的是智能手机的普及带来的影响,故可译作“大大促进”。   5第六段句中的nudges作名词,意思是“轻推”“温和的说服”的意思,这里指的是游戏开发商以一种温和的方式去诱导玩家,此处要与原文保持同样是名词形式是较困难的,考虑到这里的搭配是psychological tricks and nudges,可以把nudges转化为形容词,将tricks and nudges合成一起翻译作“温和诱导的心理技巧”。   6第八段句中的regulatory pain可以看出这句话是对游戏行业说的,为了避免译文比较突兀,可以增译“游戏行业”。 Section 2 Chinese-English TranslationTranslat

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