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The History of Localization and Dubbing in Video Games

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Enhancing Video Game Localization Through Dubbing

Part of the book series: Palgrave Studies in Translating and Interpreting ((PTTI))

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Abstract

Starting with a general overview of the most prominent figures in the game industry, Chap. 2 reviews the rapid evolution of the interactive medium, tracing the origins of localization and those of dubbing in particular, with the aim of discussing the main challenges that the industry has faced and the needs it reflects nowadays. This historical review is structured in the different decades that have passed since the origins of interactive media as particular changes can be observed in each decade regarding sound technologies, which are key in the evolution of dubbing in video games. Some examples of popular games and consoles will be mentioned to illustrate the evolution of dubbing in this media since the early 60s up to the current decade.

The story of videogames reflects the momentous shift to a progressively more technological society.

—Baer (2005. Videogames: In the Beginning, 2. Springfield: Rolenta Press)

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Notes

  1. 1.

    Chaume (2018), Deckert (2020), Díaz Cintas and Remael (2021).

  2. 2.

    Triple-A titles are those video games whose budget is large, are expected to generate high income—similar to movie blockbusters—and their developer has a strong position in the industry.

  3. 3.

    By typing a particular word followed by the operators “:eng_2019” and “:spa_2019”, the user can retrieve the desired term(s), checking the corpus in English and Spanish, respectively. For example, Fig. 2.1 was obtained by typing the combination “video games:eng_2019,videojuegos:spa_2019,doblaje:spa_2019” (no space is needed after the comma).

  4. 4.

    Source: Ngram Viewer, available at <https://t.ly/X7oG>. As indicated in the original website <http://books.google.com/ngrams>, for further discussion on the use of this tool, see the original paper: Jean-Baptiste Michel, Yuan Kui Shen, Aviva Presser Aiden, Adrian Veres, Matthew K. Gray, William Brockman, The Google Books Team, Joseph P. Pickett, Dale Hoiberg, Dan Clancy, Peter Norvig, Jon Orwant, Steven Pinker, Martin A. Nowak and Erez Lieberman Aiden. Quantitative Analysis of Culture Using Millions of Digitized Books. Science (published online ahead of print: 12/16/2010).

  5. 5.

    This information was accessed through personal communication with the dubbing professional Enrique Gutiérrez and the dubbing director Rosa Sánchez, who agreed to be interviewed about their vast experience in the Spanish film and video game dubbing industry (September 22, 2020).

  6. 6.

    This information was also accessed through personal communication with the dubbing professional Enrique Gutiérrez and the dubbing director Rosa Sánchez (September 22, 2020).

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Correspondence to Laura Mejías-Climent .

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Mejías-Climent, L. (2021). The History of Localization and Dubbing in Video Games. In: Enhancing Video Game Localization Through Dubbing. Palgrave Studies in Translating and Interpreting. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-88292-1_2

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