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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Detalles Bibliográficos
Autor: Mangiron i Hevia, Carme|||0000-0002-6421-8581
Tipo de recurso: artículo
Fecha de publicación:2012
País:España
Institución:Universitat Autònoma de Barcelona
Repositorio:Dipòsit Digital de Documents de la UAB
Idioma:inglés
OAI Identifier:oai:ddd.uab.cat:292333
Acceso en línea:https://ddd.uab.cat/record/292333
https://dx.doi.org/urn:doi:10.1080/0907676X.2012.722653
Access Level:acceso abierto
Palabra clave:Game localisation
Subtitling
Game subtitling
Guidelines
Subtitling for the deaf and hard of hearing (SDH)
Descripción
Sumario: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