Since the spectacular success of Shrek, full-length animated films have become increasingly popular in Poland. The success of these films depends to a large extent on the translators, who contribute to the rise or drop in the audience ratings of a given language version of a film. Unfortunately, the translators of animated films seem to go virtually unnoticed, a fact that can be seen in, for instance, a lack of articles in specialist periodicals. Therefore, it seems interesting to examine how the adult audiences of animated films shown in Polish cinemas see the translators of these films. A question arises whether adult viewers of animated films pay attention to the authors of their translations, and if so, how their work is perceived and what their position in the social hierarchy is. In order to answer these questions, the author will use the results of a survey carried out among the audiences of one of Wrocław cinemas as well as press articles and internet fora devoted to translations.
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.
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