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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

Chapter 4 focuses on the dubbing phase, taking place in the intermediate stage of the localization process. An initial review of basic terms used in the media localization field is included to avoid terminology overlap when referring to dubbing, voice-over and lip-sync. The industrial process of film dubbing is reviewed to establish a comparison with game dubbing. The model of quality standards in film dubbing also serves as a basis to study the differences that game dubbing standards reflect. Finally, synchronization is presented as a particular dubbing standard that requires a different taxonomy for interactive products. While film dubbing synchronies can be divided into three types, the multimodal configuration of video games expands the taxonomy to five synchronies related to the restrictions applied to the translatable assets.

Cinema is a factory of illusions. Dubbing attempts to give the illusion of an illusion.

—Whitman-Linsen (1992: 55, drawing on Caillée 1960: 108)

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Notes

  1. 1.

    Future research could explore the similarities and differences between the voice recording of video games and of non-interactive animated films (Minutella 2021) as both types of product use human voices to bring characters to life in the original language, not only to dub their dialogues into the target language.

  2. 2.

    The collective agreement on dubbing and sound professional conventions in Madrid is available online: https://adoma.es/wp-content/uploads/2019/01/CONVENIO-ANEXO-SALARIAL-IV-.pdf. The collective agreement on dubbing conventions in Catalonia is also available online: https://www.aadpc.cat/uploads/2015/03/01-ii-convenicolectivoprof-doblaje.pdf. They are available in Spanish only [accessed on December 21, 2020].

  3. 3.

    Sound studio specialized in video game dubbing, based in Madrid (Spain). Website available at http://www.recgamessonido.com/ [accessed on December 23, 2020].

  4. 4.

    Two sound engineers and a dubbing professional were interviewed in 2017, 2018 and 2020 about the use of dubbing synchronies in game localization (Mejías-Climent 2019, 2022).

  5. 5.

    Chaume 2004a describes these situational or external factors as professional issues, historical aspects and communicative and reception issues related to the translation brief. See also Chaume 2012: 165–171 for further discussion.

  6. 6.

    Sections 5.3.1.2, 5.3.2.2 and 5.3.3.2 in Chap. 5 offer some particular examples of text strings that have been dubbed applying this type of synchrony.

  7. 7.

    Haptic codes are considered in cinematic scenes as triggers, but they do not affect their audiovisual configuration since cinematics do not allow any type of interaction for the player, except in quick-time events.

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Mejías-Climent, L. (2021). 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_4

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