Subtitling in game localisation: a descriptive study

    Research output: Contribution to journalArticleResearchpeer-review

    22 Citations (Scopus)

    Abstract

    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. © 2013 Copyright Taylor and Francis Group, LLC.
    Original languageEnglish
    Pages (from-to)42-56
    JournalPerspectives: Studies in Translatology
    Volume21
    DOIs
    Publication statusPublished - 1 Mar 2013

    Keywords

    • game localisation
    • game subtitling
    • guidelines
    • subtitling
    • subtitling for the deaf and hard of hearing (SDH)

    Fingerprint

    Dive into the research topics of 'Subtitling in game localisation: a descriptive study'. Together they form a unique fingerprint.

    Cite this