Recent studies on the theory and practice of translation have shifted attention from the movie screen to the computer screen of the young and less young, who increasingly enjoy video games as a form of digital entertainment worldwide. Video game localisation is a relatively new domain of research challenged by the textually evasive nature of the medium, the restricted access to primary materials for descriptive analyses, and non-standard industry-driven practices. The present contribution sets out to illustrate relevant game features in order to trace the audiovisual borders of the medium, and then reviews emerging digital techniques in the dubbing of video games in relation to mainstream film dubbing.

TARQUINI G. (2011). Dubbing for fun: the case of video game cinematics. bologna : Bononia University Press - BUP.

Dubbing for fun: the case of video game cinematics

TARQUINI, GIANNA
2011

Abstract

Recent studies on the theory and practice of translation have shifted attention from the movie screen to the computer screen of the young and less young, who increasingly enjoy video games as a form of digital entertainment worldwide. Video game localisation is a relatively new domain of research challenged by the textually evasive nature of the medium, the restricted access to primary materials for descriptive analyses, and non-standard industry-driven practices. The present contribution sets out to illustrate relevant game features in order to trace the audiovisual borders of the medium, and then reviews emerging digital techniques in the dubbing of video games in relation to mainstream film dubbing.
2011
Minding the Gap: Studies in Linguistic and Cultural Exchange
133
144
TARQUINI G. (2011). Dubbing for fun: the case of video game cinematics. bologna : Bononia University Press - BUP.
TARQUINI G.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11585/397709
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