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E-raamat: Enhancing Video Game Localization Through Dubbing

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This book addresses the hot topic in audiovisual translation (AVT) of video game localization through the unique perspective of dubbing, an area which has so far received relatively little scholarly focus. The author analyses the main characteristics of video game localization within the context of English-Spanish dubbing, and emphasizes the implications for research and localization as a professional practice. The book will appeal to translation studies scholars and students, as well as AVT professionals looking to understand localization processes from a systematized approach.

1 Video Games as Modern Multimodal Products
1(42)
1.1 What Is a Video Game and How Does It Work?
3(16)
1.1.1 Semiotic Channels and Signifying Codes
6(3)
1.1.2 The Rules of the Game
9(4)
1.1.3 The Audiovisual and Interactive Dimensions: Gameplay and Playability
13(6)
1.2 The Structure of a Video Game in Translation: Game Situations and Translatable Assets
19(5)
1.3 The Link Between the Game Industry and Research: A Practical Proposal for Interactive Genres
24(19)
1.3.1 Game Classifications Within the Industry and Academia
27(2)
1.3.2 Game Genres Determined by the Interactive Dimension
29(4)
1.3.3 The Nine Interactive Genres and Their Main Characteristics
33(5)
References
38(5)
2 The History of Localization and Dubbing in Video Games
43(36)
2.1 The Current Game Industry in Figures and Its Impact on Research
46(5)
2.2 The Origins of Video Games (1960s) and the First Beeps (1970s)
51(4)
2.3 The Origins of Game Localization (1980s)
55(5)
2.4 The Origins of Dubbing in Video Games (1990s)
60(6)
2.5 The Industry in the New Millennium (2000s)
66(5)
2.6 Concluding Remarks
71(8)
References
74(5)
3 Game Localization: Stages and Particularities
79(38)
3.1 Game Localization and Audiovisual Translation
82(4)
3.2 The Localization Process
86(31)
3.2.1 Levels of Localization and Game Localization Models
90(5)
3.2.2 An Agile Process in Different Phases
95(7)
3.2.3 Agents and Available Materials in the Localization Process
102(7)
3.2.4 The Role of Fan Communities
109(4)
References
113(4)
4 Dubbing in Video Games
117(46)
4.1 The Film Dubbing Model in Localization
119(23)
4.1.1 Avoiding Terminology Overlap
121(2)
4.1.2 The Dubbing Process: Movies Versus Video Games
123(12)
4.1.3 Quality Standards in Film Dubbing Applied to Game Dubbing
135(7)
4.2 A Particular Quality Standard: Dubbing Synchronies in Video Games
142(21)
4.2.1 Synchronization Across AVT Modes and Localization
142(4)
4.2.2 Dubbing Synchronies Within the Semiotic Construct of Audiovisual Products
146(5)
4.2.3 Types of Dubbing Synchronies in Video Games
151(5)
References
156(7)
5 Dubbing Analysis Through Game Situations: Four Case Studies
163(60)
5.1 A Brief Excursus on Research in Video Game Localization
164(3)
5.2 Analyzing the Dubbing of Adventure Video Games
167(4)
5.3 The Dubbing of Three Action-Adventure Video Games
171(30)
5.3.1 The Case of Batman: Arkham Knight
172(12)
5.3.2 The Case of Assassins Creed Syndicate
184(8)
5.3.3 The Case of Rise of the Tomb Raider
192(9)
5.4 The Dubbing of a Graphic Adventure: Detroit: Become Human
201(12)
5.4.1 Tasks in DBH
205(2)
5.4.2 Game Action in DBH
207(2)
5.4.3 Dialogic QTEs in DBH
209(2)
5.4.4 Cinematics in DBH
211(2)
5.5 Concluding Remarks
213(10)
References
219(4)
6 Conclusion
223(12)
References
232(3)
Glossary 235(8)
Index 243
Laura Mejías-Climent is a Lecturer and Researcher at Jaume I University, Spain, and a member of the research group TRAMA. She has taught at Pablo de Olavide University and ISTRAD (Sevilla), teaches at Universidad Europea (Valencia) and has also worked as a project manager and professional translator specializing in AVT and localization.