1887
Volume 4, Issue 1
  • ISSN 2352-1805
  • E-ISSN: 2352-1813
USD
Buy:$35.00 + Taxes

Abstract

Video games today are highly complex audiovisual products. Their nature is not only multisemiotic but also interactive. Their potential audience has certain expectations and, especially in the case of digital blockbusters, final users need the advantage of knowledge and the force of numbers. A in design, continuity or playability will most likely be conducive to social media outrage, and will see official apologies be released presently. Conversely, accessibility shortcomings rarely or never have the same impact.

The present study puts forward the advantages of including Subtitles for the Deaf and Hard of Hearing (SDH) in popular video games and offers an in-depth analysis of a selection of recent multimedia titles. Drawing on the work of Bernal Merino (2015) , O’Hagan and Mangiron (2013) and Trabattoni (2014) on the special characteristics of video games, the main elements around which they are structured and the aspects that determine their success or failure, the author will endeavour to advance a convincing argument in favour of the introduction of SDH subtitling conventions.

Loading

Article metrics loading...

/content/journals/10.1075/ttmc.00008.cos
2018-01-01
2019-10-20
Loading full text...

Full text loading...

References

  1. Aenor
    Aenor 2012UNE 153010. Subtitulado para personas sordas y personas con discapacidad auditiva. Madrid: Aenor.
    [Google Scholar]
  2. Agost, Rosa
    1999Traducción y doblaje: palabras, voces e imágenes. Barcelona: Ariel.
    [Google Scholar]
  3. Arnáiz-Uzquiza, Verónica
    2015 “Long Questionnaire in Spain.” InThe Reception of Subtitles for the Deaf and Hard of Hearing in Europe, ed. by Pablo Romero-Fresco , 95–116. Frankfurt am Main: Peter Lang.
    [Google Scholar]
  4. Báez Montero, Inmaculada , and Ana María Fernández Soneira
    2010 “Spanish Deaf People as Recipients of Close Captioning.” InListening to Subtitles: Subtitles for the Deaf and Hard of Hearing, ed. by Anna Matamala , and Pilar Orero , 25–44. Bern: Peter Lang.
    [Google Scholar]
  5. Bartelt-Krantz, Michaela
    2011 “Game Localization Management: Balancing Linguistic Quality and Financial Efficiency.” Trans. Revista de Traductología15: 83–88.
    [Google Scholar]
  6. Bernal Merino, Miguel Ángel
    2015Translation and Localisation in Video Games: Making Entertainment Software Global. New York: Routledge.
    [Google Scholar]
  7. Bogost, Ian
    2007Persuasive Games: The Expressive Power of Videogames. Cambridge (MA): The MIT Press.
    [Google Scholar]
  8. Chandler, Heather Maxwell
    2014The Game Production Handbook. 3rd ed.Sudbury (MA): Jones and Bartlett Learning.
    [Google Scholar]
  9. Chandler, Heather Maxwell , and Stephanie O’Malley Deming
    2012The Game Localization Handbook. 2nd ed.Burlington (MA): Jones and Bartlett Learning.
    [Google Scholar]
  10. Chaume, Frederic
    2012Audiovisual Translation: Dubbing. Manchester: St. Jerome.
    [Google Scholar]
  11. Christou, Chris , Jenny McKearney , and Ryan Warden
    2011 “Enabling the Localization of Large Role-Playing Games.” Trans. Revista de Traductología15: 39–51.10.24310/TRANS.2011.v0i15.3194
    https://doi.org/10.24310/TRANS.2011.v0i15.3194 [Google Scholar]
  12. Civera, Clara and Pilar Orero
    2010 “Introducing Icons in Subtitles for the Deaf and Hard of Hearing: Optimising Reception?” InListening to Subtitles: Subtitles for the Deaf and Hard of Hearing, ed. by Anna Matamala , and Pilar Orero , 149–162. Bern: Peter Lang.
    [Google Scholar]
  13. De Pedro Ricoy, Raquel
    2007 “Internationalization vs. Localization: The Translation of Videogame Advertising.” Meta: Translators’ Journal52 (2): 260–275. doi: 10.7202/016069ar
    https://doi.org/10.7202/016069ar [Google Scholar]
  14. Díaz Cintas, Jorge
    2007 “Traducción Audiovisual y Accesibilidad.” InTraducción y Accesibilidad: Subtitulación para Sordos y Audiodescripción para Ciegos: Nuevas Modalidades de Traducción Audiovisual, ed. by Catalina Jiménez Hurtado , 9–23. Frankfurt: Peter Lang.
    [Google Scholar]
  15. 2008a “Introduction: The Didactics of Audiovisual Translation.” InThe Didactics of Audiovisual Translation, ed. by Jorge Díaz Cintas , 1–18. Amsterdam: John Benjamins. doi: 10.1075/btl.77.03dia
    https://doi.org/10.1075/btl.77.03dia [Google Scholar]
  16. 2008b “Teaching and Learning to Subtitle in an Academic Environment.” InThe Didactics of Audiovisual Translation, ed. by Jorge Díaz Cintas , 89–104. Amsterdam: John Benjamins. doi: 10.1075/btl.77.10dia
    https://doi.org/10.1075/btl.77.10dia [Google Scholar]
  17. Díaz Cintas, Jorge , and Aline Remael
    2007Audiovisual Translation: Subtitling. Manchester: St. Jerome.
    [Google Scholar]
  18. Díaz Montón, Diana
    2011 “La traducción amateur de videojuegos al español.” Trans. Revista de Traductología15: 69–82.10.24310/TRANS.2011.v0i15.3196
    https://doi.org/10.24310/TRANS.2011.v0i15.3196 [Google Scholar]
  19. Edwards, Kate
    2011 “Culturalization: The Geopolitical and Cultural Dimension of Game Content.” Trans. Revista de Traductología15: 19–28.10.24310/TRANS.2011.v0i15.3192
    https://doi.org/10.24310/TRANS.2011.v0i15.3192 [Google Scholar]
  20. Egenfeldt-Nielsen, Simon , Jonas Heide Smith , and Susana Pajares Tosca
    2008Understanding Video Games: The Essential Introduction. New York: Routledge.
    [Google Scholar]
  21. Gottlieb, Henrik
    2009 “Subtitling Against the Current: Danish Concepts, English Minds.” InNew Trends in Audiovisual Translation, ed. by Jorge Díaz Cintas , 21–43. Bristol: Multilingual Matters.
    [Google Scholar]
  22. Krejtz, Izabela , Agnieszka Szarkowska , and Krzysztof Krejtz
    2013 “The Effect of Shot Changes on Eye Movements in Subtitling.” Journal of Eye Movement Research6 (5): 1–12.
    [Google Scholar]
  23. Méndez González, Ramón
    2014 “Traducir para un nuevo entorno cultural: el sector de los videojuegos.” InTraducción e industrias culturales: Nuevas perspectivas de análisis, ed. by Xoán Montero Rodríguez , 105–120. Frankfurt: Peter Lang.
    [Google Scholar]
  24. Neves, Josélia
    2008 “10 Fallacies about Subtitling for the Deaf and the Hard of Hearing.” The Journal of Specialised Translation10: 128–143.
    [Google Scholar]
  25. O’Hagan, Minako , and Carmen Mangiron
    2013Game Localization. Amsterdam: John Benjamins. doi: 10.1075/btl.106
    https://doi.org/10.1075/btl.106 [Google Scholar]
  26. Pavesi, María , and Elisa Perego
    2008 “Tailor-Made Interlingual Subtitling as a Means to Enhance Second Language Acquisition.” InThe Didactics of Audiovisual Translation, ed. by Jorge Díaz Cintas , 215–226. Amsterdam: John Benjamins. doi: 10.1075/btl.77.21pav
    https://doi.org/10.1075/btl.77.21pav [Google Scholar]
  27. Pedersen, Jan
    2011Subtitling Norms for Television: An Exploration Focussing on Extralinguistic Cultural References. Amsterdam: John Benjamins. doi: 10.1075/btl.98
    https://doi.org/10.1075/btl.98 [Google Scholar]
  28. Perego, Elisa
    2009 “The Codification of Nonverbal Information in Subtitled Texts.” InNew Trends in Audiovisual Translation, ed. by Jorge Díaz Cintas , 58–69. Bristol: Multilingual Matters.
    [Google Scholar]
  29. Pereira, Ana
    2010 “Criteria for Elaborating Subtitles for the Deaf and Hard of Hearing Adults in Spain: Description of a Case Study.” InListening to Subtitles: Subtitles for the Deaf and Hard of Hearing, ed. by Anna Matamala , and Pilar Orero , 87–102. Bern: Peter Lang.
    [Google Scholar]
  30. Schäler, Reinhard
    2008 “Linguistic Resources and Localisation.” InTopics in Language Resources for Translation and Localisation, ed. by Elia Yuste Rodrigo , 195–214. Amsterdam: John Benjamins. doi: 10.1075/btl.79.13sch
    https://doi.org/10.1075/btl.79.13sch [Google Scholar]
  31. Tercedor Sánchez, Maribel , Pilar Lara Burgos , Dolores Herrador Molina , Irene Márquez Linares , and Lourdes Márquez Alhambra
    2007 “Parámetros de análisis en la subtitulación accesible.” InTraducción y accesibilidad. Subtitulación para sordos y audiodescripción para ciegos: nuevas modalidades de traducción audiovisual, ed. by Catalina Jiménez Hurtado , 41–55. Frankfurt: Peter Lang.
    [Google Scholar]
  32. Trabattoni, Marco
    2014Shenmue: Una sfida semiotica. Milan: Edizioni Unicopli.
    [Google Scholar]
  33. Whitman-Linsen, Candace
    1992Through the Dubbing Glass: The Synchronization of American Motion Pictures into German, French and Spanish. Frankfurt: Peter Lang.
    [Google Scholar]
  34. Yuste Frías, José
    2014 “Traducción y paratraducción en la localización de videojuegos.” Scientia Traductionis15: 61–76. doi: 10.5007/1980‑4237.2014n15p61
    https://doi.org/10.5007/1980-4237.2014n15p61 [Google Scholar]
http://instance.metastore.ingenta.com/content/journals/10.1075/ttmc.00008.cos
Loading
/content/journals/10.1075/ttmc.00008.cos
Loading

Data & Media loading...

This is a required field
Please enter a valid email address
Approval was successful
Invalid data
An Error Occurred
Approval was partially successful, following selected items could not be processed due to error