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)
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
- 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.
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.
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.
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.
This information was also accessed through personal communication with the dubbing professional Enrique Gutiérrez and the dubbing director Rosa Sánchez (September 22, 2020).
References
Aarseth, Espen. 2001. Computer Game Studies, Year One. Game Studies 1 (1): 1–15.
Acks, William, Sam LaCroix, France Costrel, and Melissa Wood. 2020. High Score. Comeback Kid. Netflix.
AEVI (Asociación Española de Videojuegos). 2019. La industria del videojuego en España. Anuario 2019. Madrid: AEVI.
Arenas, Juan. 2017. Doblajes Memorables. MeriStation, July 2. https://as.com/meristation/2012/08/05/reportajes/1344157200_106152.html.
Baer, Ralph H. 2005. Videogames: In the Beginning. Springfield: Rolenta Press.
Bernal-Merino, Miguel Á. 2006. On the Translation of Video Games. JoSTrans—The Journal of Specialised Translation 6: 22–36.
———. 2011. A Brief History of Game Localisation. Trans 15: 11–17.
———. 2015. Translation and Localisation in Video Games Making Entertainment Software Global. New York: Routledge.
———. 2016. Creating Felicitous Gaming Experiences: Semiotics and Pragmatics as Tools for Video Game Localisation. Signata. Annales Des Sémitoques 7: 231–253. https://doi.org/10.4000/signata.1227.
———. 2020. Key Concepts in Game Localisation Quality. In The Palgrave Handbook of AudioviTranslation and Media Accessibility, ed. Łukasz Bogucki and Mikołaj Deckert, 297–314. Cham, Switzerland: Palgrave Macmillan.
Chaume, Frederic. 2012. Audiovisual Translation: Dubbing. Manchester: St. Jerome Publishing.
———. 2018. Is Audiovisual Translation Putting the Concept of Translation Up Against the Ropes? JosTrans—The Journal of Specialised Translation 30: 84–104.
———. 2020. Dubbing. In The Palgrave Handbook of Audiovisual Translation and Media Accessibility, ed. Łukasz Bogucki and Mikolaj Deckert, 103–132. Cham, Switzerland: Palgrave Macmillan.
Collins, Karen. 2008. Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design. Cambridge: MIT Press.
De Maria, Rusel. 2019. High Score! Expanded: The Illustrated History of Electronic Games. 3rd ed. Boca Raton, FL: CRC Press and Taylor & Francis Group.
Deckert, Mikołaj. 2020. Capturing AVT and MA: Rationale, Facets and Objectives. In The Palgrave Handbook of Audiovisual Translation and Media Accessibility, ed. Łukasz Bogucki and Mikołaj Deckert, 1–9. Cham, Switzerland: Palgrave Macmillan.
Díaz Cintas, Jorge, and Aline Remael. 2021. Subtitling: Concepts and Practices. London and New York: Routledge.
Dietz, Frank. 2006. Issues in Localizing Computer Games. In Perspectives on Localization, ed. Keiran J. Dunne, 121–134. Amsterdam and Philadelphia: John Benjamins.
Donovan, Tristan. 2010. Replay: The History of Video Games. Lewes: Yellow Ant.
ESA (Entertainment Software Association). 2019. 2019 Essential Facts About the Computer and Video Game Industry. Washington, DC.
Fernández Costales, Alberto. 2012. Exploring Translation Strategies in Video Game Localisaton. MonTI 4: 385–408.
Fritsch, Melanie. 2013. History of Video Game Music. In Music and GaPerspectives on a Popular Alliance, ed. Peter Moormann, 11–40. Berlin: Springer VS. https://doi.org/10.1007/978-3-531-18913-0.
Granell, Ximo, Carme Mangiron, and Núria Vidal. 2015. La traducción de videojuegos. Sevilla: Bienza.
Grimshaw, Mark. 2014. Sound. In The Routledge Companion To Video Game Studies, ed. Mark J.P. Wolf and Bernard Perron, 115–124. London and New York: Routledge.
Heimburg, Eric. 2006. Localizing MMORPGs. In Perspectives on Localization, ed. Keiran J. Dunne, 135–154. Amsterdam and Philadelphia: John Benjamins.
Hennessey, Jonathan, and Jack McGowan. 2017. La historia en cómic de los videojuegos. Girona: Evolution Cómics (Panini).
Kehoe, Barry, and David Hickey. 2006. Games Localization. Localization Focus 5 (March): 27–29.
Kent, Steven L. 2001. The Ultimate History of Video Games. New York: Three Rivers Press.
Kines, Melianthe. 2000. Planning and Directing Motion Capture for Games. Gamasutra, no. 19 January.
Klevjer, Rune. 2014. Cut-Scenes. In The Routledge Companion to Video Game Studies, ed. Mark J.P. Wolf and Bernard Perron, 301–309. London and New York: Routledge.
Levis, Diego. 2013. Los videojuegos, un fenómeno de masas. 2nd ed. Barcelona: Paidós.
López Redondo, Isaac. 2014. ¿Qué es un videojuego? Claves Para entender el mayor fenómeno cultural del siglo XXI. Sevilla: Héroes de Papel.
Mangiron, Carme. 2004. Localizing Final Fantasy—Bringing Fantasy to Reality. LISA Newsletter Global Insider XIII (1.3): 5.
———. 2007. Video Games Localisation: Posing New Challenges to the Translator. Perspectives: Studies in Translatology 14 (4): 306–323. https://doi.org/10.1080/09076760708669046.
———. 2017. Research in Game Localisation. The Journal of Internationalization and Localization 4 (2): 74–99. https://doi.org/10.1075/jial.00003.man.
Mangiron, Carme, and Minako O’Hagan. 2006. Unleashing Imagination with ‘Restricted’ Translation. JoStrans. The Journal of Specialised Translation 6: 10–21.
Mangiron, Carme, Pilar Orero, and Minako O’Hagan. 2014. Fun for All: Translation and Accessibility Practices in Video Games. Bern: Peter Lang.
Martínez Robles, David. 2003. De Super Mario a Lara Croft: La historia oculta de los videojuegos. Palma de Mallorca: Dolmen.
Maxwell-Chandler, Heather, and Stephanie O’Malley Deming. 2012. The Game Localization Handbook. 2nd ed. Sudbury, MA: Jones.
Méndez González, Ramón, and José Ramón Calvo-Ferrer. 2017. Videojuegos y [para]traducción: Aproximación a la práctica localizadora. Granada: Comares.
Michel, Jean Baptiste, Yuan Kui Shen, Aviva Presser Aiden, Adrian Veres, Matthew K. Gray, Joseph P. Pickett, Dale Hoiberg, et al. 2011. Quantitative Analysis of Culture Using Millions of Digitized Books. Science 331 (6014): 176–182. https://doi.org/10.1126/science.1199644.
Mulligan, Mark. 2020. Recorded Music Revenues Hit $21.5 Billion in 2019. MIDIA, March 5. https://www.midiaresearch.com/blog/recorded-music-revenues-hit-215-billion-in-2019.
Muñoz Sánchez, Pablo. 2017. Localización de videojuegos. Madrid: Editorial Síntesis.
Newman, James. 2004. Videogames. London and New York: Routledge.
O’Hagan, Minako. 2007. Video Games as a New Domain for Translation Research: From Translating Text to Translating Experience. Tradumàtica 5. http://www.fti.uab.es/tradumatica/revista/num5/articles/09/09.pdf.
O’Hagan, Minako, and Heather Chandler. 2016. Game Localization Research and Translation Studies Loss and Gain under an Interdisciplinary Lens. In Border Crossings. Translation Studies and Other Disciplines, ed. Yves Gambier and Luc van Doorslaer, 309–330. Amsterdam and Philadelphia: John Benjamins.
O’Hagan, Minako, and Carme Mangiron. 2013. Game Localization: Translating for the Global Digital Entertainment Industry. Amsterdam: John Benjamins.
Parsons, Neil. 2007. Historia de los videojuegos: Berzerk. La Esfera Musical, December 3. https://laesferamusical-np.blogspot.com/2007/12/historia-de-los-videojuegos-berzerk_9047.html.
Pérez Fernández, Lucila María. 2010. La localización de videojuegos (inglés-español): Aspectos técnicos, metodológicos y profesionales. Málaga: Universidad de Málaga.
Phillpott, Matthew. 2016. An Introduction to Text Mining. PORT (Postgraduate Online Research Training). School of Advanced Study, University of London. https://port.sas.ac.uk/mod/book/view.php?id=554&chapterid=328.
Retrolaser. 2014. Laserdisc, de La Revolución Al Fiasco. Retrolaser.Es, October 12. https://retrolaser.es/laserdisc-historia-en-las-recreativas/.
Rodríguez Breijo, Vanessa, and José Manuel Pestano Rodríguez. 2012. Los Videojuegos en España: Una industria Cultural incipiente. Ámbitos. Revista Internacional de Comunicación 21: 361–379. https://doi.org/10.12795/ambitos.2012.i21.18.
Wijiman, Tom. 2020. The World’s 2.7 Billion Gamers Will Spend $159.3 Billion on Games in 2020; The Market Will Surpass $200 Billion by 2023. Newzoo, May 8. https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/.
Wolf, Mark J.P. 2005. The Medium of the Video Game. 3rd ed. Austin: The University of Texas Press.
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
Copyright information
© 2021 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this chapter
Cite this chapter
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
Download citation
DOI: https://doi.org/10.1007/978-3-030-88292-1_2
Published:
Publisher Name: Palgrave Macmillan, Cham
Print ISBN: 978-3-030-88291-4
Online ISBN: 978-3-030-88292-1
eBook Packages: Social SciencesSocial Sciences (R0)