Skip to main content

Dubbing Analysis Through Game Situations: Four Case Studies

  • Chapter
  • First Online:
Enhancing Video Game Localization Through Dubbing

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

  • 396 Accesses

Abstract

Chapter 5 presents four empirical studies illustrating the main concepts discussed previously. Game situations serve as the unit to organize the analyzed contents of four video games, in their English and Spanish dubbed versions, rather than using time codes as these cannot be traced in interactive material. Previous descriptive studies in audiovisual translation (AVT) serve as an essential reference, adapting the methodology to the particularities of interactive products. The results show that game action is more prominent in action-adventure games, while the graphic adventure includes more cinematics. The use of dubbing synchronies suggests a relationship between the level of restriction in each game situation and the type of synchrony: the more restrictive the game situation is, the more complex the type of synchrony applied.

As long as a norm is active and effective […], one would be clearly able to pinpoint regularities of behaviour in recurrent situations of the same type.

—Karamitroglou (2000: 18)

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

eBook
USD 16.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    Both authors use video game corpora in their research. Pujol, nonetheless, also includes three movies and a short in his corpus to conduct a transmedia analysis, while Vázquez Rodríguez uses a corpus of ten video games to analyze translation errors. Neither of them used game situations as the unit of analysis to organize the studied phenomena, as we propose here, nor do other researchers conducting case studies such as Van Oers (2014), Müller Galhardi (2014), Ensslin (2012), Mangiron (2010), Fernández Torné (2007) and Crosignani and Ravetto (2011), to name but a few.

  2. 2.

    The terms “mission”, “sequence” and “section” are not used here with any particular meaning in the gaming world, but simply as generic terms used to refer to different ways to structure the game action. In other words, each adventure video game can be organized in different parts, as movies are structured into sequences developing a particular topic or phase of the story. These movie sequences, in turn, can be divided into scenes and shots. In video games, however, no standardized terminology is used to structure the contents of the plot. For example, Assassin’s Creed Syndicate is divided into different “sequences”, as they are called in the game, which in turn are divided into different parts. Each part represents a particular mission or assignment that the player must complete. In Batman: Arkham Knight, the story is divided into “missions” and “optional missions”, that is, different assignments that the player must complete, but they are not grouped into sections or sequences. In Rise of the Tomb Raider, the story is based on sequential “goals”, as they are called in the game, each of them containing particular “missions”; for example, one of the goals is to find the lost tomb. To find it (main goal), one of the many missions or assignments is to find some ruins, another one is to explore a specific area within those ruins and so on. Once all the missions are completed, the main goal is achieved and a new goal is set for the player.

  3. 3.

    The information about Detroit: Become Human is available at https://www.doblajevideojuegos.es/fichajuego/detroit-become-human. The information about Batman: Arkham Knight is available at https://www.doblajevideojuegos.es/fichajuego/batman-arkham-knight. Both were accessed on July 14, 2021.

  4. 4.

    This software developed by Microsoft is included in Windows 10 as a tool to let players stream online their gameplays and record them. It also allows screenshots to be taken and the gaming app Xbox to be accessed.

  5. 5.

    Such minor differences arose when some of the segments in English and Spanish did not correspond literally in terms of their linguistic content (i.e. the source and the original sentences were not the same) due to the arbitrariness inherent to all video games—typically, a series of short utterances are stored in the game code to be emitted in specific circumstances such as, for example, battle expressions or onomatopoeia when the main character dies. This was not a relevant issue for the analysis, as the focus was the type of synchronization and not the evaluation of the linguistic content.

  6. 6.

    The symbol / has been used when there are pauses between 1 and 4 seconds within a statement. Longer pauses are indicated with //.

  7. 7.

    Bold letters have been used to highlight the use of equivalent vowels, consonants or groups of letters in lip-sync examples.

  8. 8.

    Guiomar Alburquerque, the Spanish dubbing actress who dubbed Lara Croft in RTR, describes these expressions as batches of onomatopoeia for different purposes: jumping, dying, hitting enemies and so on. They are all dubbed consecutively without any visual references, as isolated gestures, yet they fit the character’s expressiveness and the allotted time to be uttered, approximately, which is why they have all been categorized as time constraint examples. Her interview can be seen at https://www.youtube.com/watch?v=Tzyrqin7nwc (Xbox España, 2015) (accessed January 31, 2021).

  9. 9.

    See Table 4.3 in Chap. 4, Sect. 4.2.3.

References

  • AEVI (Asociación Española de Videojuegos). 2016. Anuario de la industria del videojuego. Madrid.

    Google Scholar 

  • Altozano, José. 2017. El videojuego a través de David Cage. Sevilla: Héroes de Papel.

    Google Scholar 

  • Baker, Mona. 1993. Corpus Linguistics and Translation Studies: Implications and Applications. In Text and Technology: Studies in Honour of John Sinclair, ed. Mona Baker, Gill Francis, and Elena Tognini-Bonelli, 233–250. Amsterdam/Philadelphia: John Benjamins.

    Chapter  Google Scholar 

  • Baños, Rocío, Silvia Bruti, and Serenella Zanotti. 2013. Corpus Linguistics and Audiovisual Translation: In Search of an Integrated Approach. Perspectives: Studies in Translatology 21 (4): 483–490. https://doi.org/10.1080/0907676X.2013.831926.

    Article  Google Scholar 

  • Bernal-Merino, Miguel Á. 2007. Challenges in the Translation of Video Games. Tradumàtica 5.

    Google Scholar 

  • ———. 2015. Translation and Localisation in Video Games Making Entertainment Software Global. New York: Routledge.

    Google Scholar 

  • ———. 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.

    Article  Google Scholar 

  • Chaume, Frederic. 2012. La traducción para el doblaje. Visión retrospectiva y evolución. In Reflexiones sobre la traducción audiovisual. Tres espectros, tres momentos, ed. Juan José Martínez Sierra, 25–37. Valencia: Universitat de València.

    Google Scholar 

  • Crosignani, Simone, and Fabio Ravetto. 2011. Localizing the Buzz! Game Series (Or How to Successfully Implement Transcreation in a Multi-Million Seller Video Game). Trans. Revista de Traductología 15: 29–38. https://doi.org/10.24310/TRANS.2011.v0i15.3193.

    Article  Google Scholar 

  • Dunne, Keiran J. 2006. Perspectives on Localization. Ed. Keiran J. Dunne. Amsterdam/Philadelphia: John Benjamins.

    Google Scholar 

  • Ensslin, Astrid. 2012. The Language of Gaming. New York: Palgrave Macmillan.

    Book  Google Scholar 

  • Fernández Costales, Alberto. 2012. Exploring Translation Strategies in Video Game Localisaton. MonTI 4: 385–408.

    Article  Google Scholar 

  • Fernández Torné, Anna. 2007. Anàlisi de la localització de Codename: Kids Next Door—Operation V.I.D.E.O.G.A.M.E. Tradumàtica 5.

    Google Scholar 

  • Granell, Ximo, Carme Mangiron, and Núria Vidal. 2015. La traducción de videojuegos. Sevilla: Bienza.

    Google Scholar 

  • Laviosa, Sara. 2012. Corpora and Translation Studies. In Corpus Applications in Applied Linguistics, ed. Ken Hyland, Chau Meng Huat, and Michael Handford, 67–83. London and New York: Continuum International.

    Google Scholar 

  • Le Dour, Corinne Isabelle. 2007. Surviving Audio Localization. Gamasutra. https://www.gamasutra.com/view/feature/1713/surviving_audio_localization.php#5.

  • Loureiro Pernas, María. 2007. Paseo por la localización de un videojuego. Tradumàtica 5.

    Google Scholar 

  • Mangiron, Carme. 2010. The Importance of Not Being Earnest: Translating Humour in Video Games. In Translation, Humour and the Media, ed. Delia Chiaro, 89–107. London: Continuum.

    Google Scholar 

  • ———. 2011. Accesibilidad a los videojuegos: Estado actual y perspectivas futuras. Trans. Revista de Traductología 15: 39–51. https://doi.org/10.24310/trans.2011.v0i15.3195.

    Article  Google Scholar 

  • ———. 2013. Subtitling in Game Localisation: A Descriptive Study. Perspectives: Studies in Translatology 21 (1): 42–56. https://doi.org/10.1080/0907676X.2012.722653.

    Article  Google Scholar 

  • ———. 2016. Reception of Game Subtitles: An Empirical Study. The Translator 22 (1): 72–93. https://doi.org/10.1080/13556509.2015.1110000.

    Article  Google Scholar 

  • ———. 2017. Research in Game Localisation. The Journal of Internationalization and Localization 4 (2): 74–99. https://doi.org/10.1075/jial.00003.man.

    Article  Google Scholar 

  • ———. 2021. Panorama actual de la accesibilidad a los videojuegos. In Modalidades de traducción audiovisual: Completando el espectro, ed. Beatriz Reverter Oliver, Juan José Martínez-Sierra, Diana González Pastor, and José Fernando Carrero Martín, 101–110. Granada: Comares, colección Interlingua.

    Google Scholar 

  • Mangiron, Carme, Pilar Orero, and Minako O’Hagan. 2014. Fun for All: Translation and Accessibility Practices in Video Games. Bern: Peter Lang.

    Book  Google Scholar 

  • Maxwell Chandler, Heather, and Stephanie O’Malley Deming. 2012. The Game Localization Handbook. 2nd ed. Sudbury, MA: Jones.

    Google Scholar 

  • Mejías-Climent, Laura. 2021. “Los estudios de corpus y la localización: Una propuesta de análisis para material interactivo.” In Reflexión crítica en los estudios de traducción basados en corpus / CTS spring-cleaning: A critical reflection, edited by María Calzada and Sara Laviosa. MonTI—Monografías de Traducción e Interpretación 13: 220–250.

    Article  Google Scholar 

  • Müller Galhardi, Rafael. 2014. Video Games and Fan Translations: A Case Study. In Fun for All: Translation and Accessibility Practices in Video Games, ed. Carme Mangiron, Minako O’Hagan, and Pilar Orero, 175–195. Bern: Peter Lang.

    Google Scholar 

  • Muñoz Sánchez, Pablo. 2017. Localización de videojuegos. Madrid: Editorial Síntesis.

    Google Scholar 

  • 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/Philadelphia: John Benjamins.

    Chapter  Google Scholar 

  • O’Hagan, Minako, and Carme Mangiron. 2013. Game Localization: Translating for the Global Digital Entertainment Industry. Amsterdam: John Benjamins.

    Book  Google Scholar 

  • Pavesi, Maria. 2018. Corpus-based Audiovisual Translation Studies. Ample Room for Development. In The Routledge Handbook of Audiovisual Translation, ed. Luis Pérez-González, 315–333. London and New York: Routledge.

    Chapter  Google Scholar 

  • Pujol Tubau, Miquel. 2015. La representació de personatges a través del doblatge en narratives transmèdia. Estudi Descriptiu de pel·lícules i videojocs basats en El senyor dels anells. Universitat de Vic—Universitat Central de Catalunya.

    Google Scholar 

  • Soffritti, Marcelo. 2018. Multimodal Corpora and Audiovisual Translation Studies. In The Routledge Handbook of Audiovisual Translation, ed. Luis Pérez-González, 334–349. London and New York: Routledge.

    Chapter  Google Scholar 

  • Toury, Gideon. 2012. Descriptive Translation Studies – And Beyond. 2nd ed. Amsterdam: John Benjamins.

    Book  Google Scholar 

  • Turnes, Yova. 2015. Ganadores de los premios DoblajeVideojuegos 2015. [Blog] DoblajeVideojuegos.es, December 22. https://www.doblajevideojuegos.es/blog/ganadores-de-los-premios-doblajevideojuegos-2015/?utm_source=rss&utm_medium=rss&utm_campaign=ganadores-de-los-premios-doblajevideojuegos-2015.

  • Van Oers, Annelies. 2014. Translation Strategies and Video Game Translation: A Case Study of Beyond Good and Evil. In Fun for All: Translation and Accessibility Practices in Video Games, ed. Carme Mangiron, Minako O’Hagan, and Pilar Orero, 129–148. Bern: Peter Lang.

    Google Scholar 

  • Vázquez Rodríguez, Arturo. 2014. El error de traducción en la localización de videojuegos: El Caso de Breath of Fire: Dragon Quarter. Master’s Degree Final Project, Universitat de València.

    Google Scholar 

  • ———. 2018. El Error de traducción en la localización de videojuegos. Estudio descriptivo y comparativo entre videojuegos indie y no indie. Universitat de València.

    Google Scholar 

  • Yova Turnes. 2020. GamerDic. http://www.gamerdic.es/.

  • Zanettin, Federico. 2014. Translation-Driven Corpora: Corpus Resources for Descriptive and Applied Translation Studies. Oxon and New York: Routledge.

    Book  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Laura Mejías-Climent .

Rights and permissions

Reprints and permissions

Copyright information

© 2021 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Mejías-Climent, L. (2021). Dubbing Analysis Through Game Situations: Four Case Studies. 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_5

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-88292-1_5

  • 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)

Publish with us

Policies and ethics