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...
| Author: | |
|---|---|
| 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) |
| 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 |
|---|