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Subtitling in game localisation: a descriptive study

机译:字幕中的游戏本地化:描述性研究

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In less than four decades the video game industry has become a multibillion dollar worldwide phenomenon. As game technology has evolved, allowing for the inclusion of cinematic scenes in games, dubbing and subtitling practices have become incorporated into game design and localisation. However, while years of research in AVT have led to the establishment of subtitling guidelines, both for intralingual and interlingual subtitles, such guidelines are generally not applied in games. Some games provide subtitles of more than three lines, use small fonts, and do not take into account the established average reading speed. This paper adopts a descriptive approach to the study of current subtitling practices applied in the video game industry. It describes the different features of game subtitles and highlights the need for further descriptive and empirical research that should lay the foundation for the development of game subtitling guidelines.
机译:在不到四十年的时间里,视频游戏产业已成为全球数十亿美元的现象。随着游戏技术的发展,允许在游戏中包含电影场景,配音和字幕实践已融入游戏设计和本地化中。但是,尽管对AVT的多年研究导致建立了字幕内和字幕间字幕准则,但这些准则通常不应用于游戏中。有些游戏提供的字幕超过三行,使用小字体,并且没有考虑已建立的平均阅读速度。本文采用描述性方法来研究当前在视频游戏行业中应用的字幕实践。它描述了游戏字幕的不同功能,并强调了对进一步描述性和实证研究的需求,这些研究应为制定游戏字幕准则奠定基础。

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