Subtitling in game localisation

In less than four decades the video game industry has become a multibillion dollar worldwide phenomenon. As game technology has evolved, allowing for the inclusion of cinematic scenes in games, dubbing and subtitling practices have become incorporated into game design and localisation. However, whil...

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Bibliographic Details
Author: Mangiron i Hevia, Carme|||0000-0002-6421-8581
Format: article
Publication Date:2012
Country:España
Institution:Universitat Autònoma de Barcelona
Repository:Dipòsit Digital de Documents de la UAB
Language:English
OAI Identifier:oai:ddd.uab.cat:292333
Online Access:https://ddd.uab.cat/record/292333
https://dx.doi.org/urn:doi:10.1080/0907676X.2012.722653
Access Level:Open access
Keyword:Game localisation
Subtitling
Game subtitling
Guidelines
Subtitling for the deaf and hard of hearing (SDH)
Description
Summary:In less than four decades the video game industry has become a multibillion dollar worldwide phenomenon. As game technology has evolved, allowing for the inclusion of cinematic scenes in games, dubbing and subtitling practices have become incorporated into game design and localisation. However, while years of research in AVT have led to the establishment of subtitling guidelines, both for intralingual and interlingual subtitles, such guidelines are generally not applied in games. Some games provide subtitles of more than three lines, use small fonts, and do not take into account the established average reading speed. This paper adopts a descriptive approach to the study of current subtitling practices applied in the video game industry. It describes the different features of game subtitles and highlights the need for further descriptive and empirical research that should lay the foundation for the development of game subtitling guidelines