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Journal

2013 | 1(5) | 219-232

Article title

TRANSLATION OF VIDEO GAMES AND FILMS – A COMPARATIVE ANALYSIS OF SELECTED TECHNICAL PROBLEMS

Authors

Selected contents from this journal

Title variants

PL
Tłumaczenie gier wideo oraz filmów – analiza porównawcza wybranych problemów technicznych

Languages of publication

EN

Abstracts

EN
This article constitutes a comparative analysis of video games and films from the perspective of translation studies. Various modes of audiovisual translation are compared and scrutinized. First, the author’s stance on the nature of video games and motion pictures is presented. Consequently, the general difference between these two types of texts is shown. Subsequently, the subject of the paper is narrowed, and the specific dissimilarities between the rendition of games and films are juxtaposed and supported with visual examples. The article shows that despite the fact that video games and films both belong to audiovisual translation, the differences between them can be considerable.

Journal

Year

Issue

Pages

219-232

Physical description

Document type

article

Contributors

author
  • Mateusz Sajna, Uniwersytet Wrocławski, Instytut Filologii Angielskiej, Kuźnicza 22, 50-138 Wrocław, Poland
  • Mateusz Sajna, Uniwersytet Wrocławski, Instytut Filologii Angielskiej, Kuźnicza 22, 50-138 Wrocław, Poland

References

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  • Belczyk, A. (2007). Tłumaczenie Filmów. Wilkowice: Wydawnictwo Dla Szkoły.
  • Bernal-Merino, M. (2006). On the Translation of Video Games. The Journal of Specialised Translation, 6, 22-36.
  • Bernal-Merino, M. (2007). Challenges in the Translation of Video Games. Tradumatica, 5, 1-7.
  • Chandler, H. (2005). The Localization Handbook. Massachusetts: Charles River Media.
  • Chandler, H.M., Deming O’Malley, S. (2012). The Game Localization Handbook. Second Edition. Massachusetts: Jones & Bartelett Learning.
  • Diaz Cintas, J., Munoz Sanchez, P. (2006). Fansubs: Audiovisual Translation in an amateur environment. The Journal of Specialised Translation, 6, 37-52.
  • Dietz, F. (2006). Issues in Localizing Computer Games. In Dunne, K. (ed.), Perspectives on Localization. Amsterdam/Philadelphia: John Benjamins, 121-134.
  • Dietz, F. (2007). How Difficult Can That Be? – The Work of Computer and Video Game Localization. Revista Tradumŕtica, 5. Online: <http://www.fti.uab.es/tradumatica/revista/num5/articles/04/04art.htm>. Consulted on 25 June 2012.
  • dubscore.pl (2010). Nie lubię tłumaczyć bez kontekstu – wywiad z Ryszardem. Online: <http://dubscore.pl/Home/Details/27,Nie_lubie_tlumaczyc_bez_kontekstu_-_wywiad_z_Ryszardem_Chojnowskim>. Consulted on 27 November 2012.
  • Ebert, R. (2010). Video games can never be art. Online: <http://blogs.suntimes.com/ebert/2010/04/video_games_can_never_be_art.html>. Consulted on 5 July 2012.
  • Folkerts, J. (2011). Video Games, Walking the Fine Line between Art and Entertainment. In Proceedings of DiGRA 2011 Conference: Think Design Play. Online: <http://www.digra.org/dl/db/11310.23148.pdf>. Consulted on 12 July 2012.
  • Frasca, G. (2001). Rethinking agency and immersion: video games as a means of consciousness-raising. Online: <http://siggraph.org/artdesign/gallery/S01/essays.html>. Consulted on 12 July 2012.
  • Garcarz, M. (2007). Przekład Slangu w Filmie. Telewizyjne Przekłady Filmów Amerykańskich na Język Polski. Kraków: Tertium.
  • Gottlieb, H. (2005). Subtitling. In M. Baker (ed.), Routledge Encyclopedia of Translation Studies (p. 244-248). Taylor & Francis e-Library.
  • Granell, X. (2011). Teaching Video Game Localization in Audiovisual Translation courses at university. The Journal of Specialised Translation, 16, 185-202.
  • Grossman, L. (8 November 2004). The Art of the Virtual. Time Magazine, 164(19).
  • IDATE (2010). World Video Game Market-Data and forecast 2010-2014 report. Online: <http://www.idate.org/en/News/World-Video-Game-Market_649.html>. Consulted on 10 July 2012.
  • Jenkins, H. (2005). Games, the new lively art. In J. Raessens & Jeffrey H. Goldstein (eds.), Handbook of Computer Game Studies (p. 175-189). Cambridge, Mass: MIT Press.
  • Karamitroglou, F. (1998). A Proposed Set of Subtitling Standards in Europe. Translation Journal, 2 (2): 1-15. Online: <http://www.accurapid.com/journal/04stndrd.htm> [Consulted 27.07.2010].
  • Kuipers, E-J. (2010). Lokalizacja gier komputerowych – czyżby dziecinnie proste? Nowe perspektywy w szkoleniu tłumaczy pisemnych. Homo Ludens, 2(1), 77-86.
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  • O’Hagan, M. (2007). Video games as a new domain for translation research: From translating text to translating experience. Revista Tradumŕtica, 5. Online: <http://www.fti.uab.es/tradumatica/revista/num5/articles/09/09art.htm>.
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  • Raessens, J., & Goldstein, J. (eds). (2005). Handbook of Computer Game Studies. Cambridge, MA: MIT Press.
  • Rutter, J., & Bryce, J. (eds). (2006). Understanding digital games. London: Sage.

Document Type

Publication order reference

Identifiers

YADDA identifier

bwmeta1.element.desklight-9fdd5d02-7fe6-4424-940a-5d511b78d747
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