Académique Documents
Professionnel Documents
Culture Documents
Presented by
Mara Fernanda Nevrez Jothar
Mariana de Jess Sierra Vzquez
Oscar Ulises Saucedo Flores
Teacher: MC Nallely Garza Rodrguez
INTRODUCTION..................................................................................................................3
Statement of the Problem....................................................................................................3
Purpose Statement...............................................................................................................4
Questions and Hypothesis...................................................................................................4
Research objectives.............................................................................................................5
LITERATURE REVIEW........................................................................................................6
Annotated Bibliography......................................................................................................6
CONCEPTUAL FRAMEWORK.....................................................................................10
Storytelling videogames................................................................................................10
Audiovisual Subtitling..................................................................................................11
Role-playing Videogames.............................................................................................12
METHODOLOGY............................................................................................................13
Methodology Description.................................................................................................13
Population and Sample......................................................................................................14
Instrument for Collection Data.........................................................................................14
Analysis of Data................................................................................................................14
CONCLUSION.....................................................................................................................15
References.........................................................................................................................16
3
INTRODUCTION
Translations in video games are significant topics for video games players.
developers, moreover that is why translators should be provided with the appropriate
tools and work space for them to not translate without the context and avoid a
mistranslation.
How videogames are translated and the topics they develop has gained more
importance than before and with that, a good translation can help the player to know
mistranslation is a sabotage element for the message reception. For example, in past
editions of certain video games, their translations even have grammatical errors, and
those errors apart from being a reason of mockery for the video gamers, it also
videogame genre an error in the syntax, meaning or context of what the game and
the story is trying to tell you. It can drift you out of the games atmosphere, the game
can pass from a tense, stressing and immersive environment to an unrealistic and
even a third one. And that is why the problems get created. This research will help, in
first instance, all video games players, this will allow to enhance their experience due
to the appropriate acknowledgment of the topic spoken in the work. Also, it will help to
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the workers in the field, to facilitate their jobs and create awareness to investors or
Video games have represented across the last 20 years or so, a way to
languages and in some occasions they are translations of a translation and this
precise way the kind of translation problems that can be found in video games and
also we will try to find a solution to them. We will take in consideration some
Purpose Statement
The purpose of this research is to know the problems found with translations in
classic video games of RPG (Role Playing Game) genre, merely in the decade of the
How the translators knowledge of the video games history can influence the
translation?
What are the factors in a translation of a video game that can make it
How a translation from a translation of a video game can affect the original
What are the most common problems in a video game translation? How can be
Our hypothesis is: bad videogames translations in most of the cases (a percentage
above 60) are due to the work conditions of the translator or the tools they are given
to work with. For example, they only have a script, but no visual material to improve
Research objectives
We are trying to represent here principal problems in the translations and how
the fact of been translated can cause these problems. We will explain too why
certain factors can be elemental, just as the knowledge of the story and the
LITERATURE REVIEW
Annotated Bibliography
their gender and age range. It make a breakthrough with the main stereotype existing
about video games, which it states that video games are only for male teens who
have free time to pull through this type of leisure. We think that this article will be very
helpful for this research because of the info that presents. Statistics, information,
definitions and video games history with a social perspective, where it mainly centers
in how the populations varies across the years and how the industry evolves in order
http://www.raco.cat/index.php/Tradumatica/article/view/75768/96198
The article defines, explains and details video games, their translations,
relevance and how studying the translations related with videogames can be the
bottom reference to much more studies. This article is merely descriptive and with
opinions and mentions several theories that could be developed from translation
studies.
UAB: https://ddd.uab.cat/pub/tradumatica/15787559n5/15787559n5a2.pdf
The article talks about the incredible quantity of production and importance that
exist in the videogames art, and in the same way the quantity of pressure that exist
on translators, because (as the text said) they are carrying with them the knowledge
that they need to express different and very multicultural versions. The article says
how the translations can express from the top of the videogames examples (just as
Grant Thief Auto) to the video games just like The Hobbit, and ideas like that. The
article is talking about a lot of restrictions that the game localization (check the first
article in the list for the unknown definition) and how the translators needs to fight
against this with their idea and the experiences about their own jobs. Things like
culture, ideas, taboos according to the places, time, etc. A translator needs to be
constantly ready to fight against the limitations without hurts anyone susceptibility.
with 'Restricted' Translation .Retrieved March 25, 2017, from The Journal of
Specialised Translation:
http://www.jostrans.org/issue06/art_ohagan_utf_test.php
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As we have seen, the difficulties that can make a translator go crazy comes to us
again. This article talks about how the incredibly big industry of the videogames is
getting bigger and bigger since 1970. And how, with this increment and this particular
quality of getting more and more complicated , translator have to get a big
commitment to do a get well job and represent in a good way any cultural aspect in
Besides that, interpreting in the best way any cultural aspects of the new country or
culture that we are talking about. Making the idea completely appropriate for any
challenge, and, even ready to get a fight with any kind of research that can be long
and boring, but useful for the quality of the job. Getting, just before a large way to the
High Level Scientific Conference Series (pgs. 80-91). Dublin: MuTra. Retrieved
http://translationconcepts.org/pdf/MuTra_2005_Proceedings.pdf#page=80
This author shows the concept that this globalization era has brought GILT which
concept due to the lack of academic knowledge in this field. The author use analysis
of different topics as Modern Developments, the histology of the video games, or the
different situation and aspects. It objectives is to inform about all the envelopment of
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the translation, and the video games and how the GILT works in the multimedia
society.
At the end, explains how the video game localization works as a GILT practice
type. Shows the multidimensionality of translation which arises from that medium as
interactive films as well. All that in one single platform. This give us accurate
information of a certain topic that we can use for our research to know how the
development of the translation in video games are, and how this affect in the results.
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CONCEPTUAL FRAMEWORK
Storytelling videogames
expands through both different languages (verbal, iconic, etc.), and media (cinema,
comics, television, video games, etc.). TS is not just an adaptation from one media to
another, (p. 587). So, the author explains the storytelling as an expression of different
concepts collected in one topic, in this case the narration of the story that is in the
videogame. It is important to show the relation among the culture, the narration, and
When we look at things from that perspective, it becomes easy to say that
traditional storytelling reached its peak a long ago and can advance no further as an
art form, (p. 248). They want to give us a different point of view of the Storytelling,
where the storytelling as we know it- it is more than just a narration, can be an art
expression and it can be related to the Scolari explanation, also Lebowitz and Klug
give us an explanation of how the evolution of the Storytelling constantly give us new
Then, Egenfeldt-Nielsen, Smith & Tosca try to explain the Storytelling and all the
development that it is involved in this topic with three questions who, why/how, and
what: The categories are the fictional world which includes the storys settings and
actors; the mechanics of the narrative, or how the action of the story is organized
(p. 205). With this explanation we can have a different point of view of how the
storytelling works, and how we can interpret the different points that the story,
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videogame or narration has and give us. At least, this can help us to can see in a
different way all the Storytelling work (Egenfeldt-Nielsen, Smith & Tosca, 2016).
Audiovisual Subtitling.
Daz explains the subtitling as a written mode by adding text to the screen that can
be cheaper and quicker than the dubbing, this happens because the subtitling just
puts the words in a certain moment, and the dubbing has more points to have in
mind, also they said It has more recently become the favored translation mode in the
media world and comes hand in hand with globalization (p.4). So, this can be
catalogued as a dubbing in written mode, but these authors also want to show us
that the subtitling can be a shorter way to say what the actors are saying in the target
Danan (2004) states that Subtitling can also increase language comprehension
However, learners often need to be trained to develop active viewing strategies for an
efficient use of captioned and subtitled material (p.230) With this we can express that
subtitling is not just only for a better comprehension, it can also help to the public to
develop different activities like being able to read and also watch at the same time
without missing anything, sometimes it might help teaching how a word or a phrase
Finally, the last author shows us a little bit of the experience of how Subtitling
works Firstly, as is also often the case with translations for dubbing, the translator
has no real control over the finished product. The constraints of subtitling mean that
much of the translation is re-written and summarized during the adaptation stage
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This explains how the person in charge of the subtitling has to follow some strict rules
that sometimes can influence on the final product or final subtitling and this can be
something different of the expectative that the translator had had, and sometimes this
happens because of the censorship that the media has in this century (Orero, 2004).
Role-playing Videogames
Videogames nowadays have built their own categories according to some specific
features they fulfill. According to Verhulsdonck (2013) the Role Playing Game, a form
of a game where players assumed imaginary roles and characters, with this makes
before videogames were even conceived. Just as Verhulsdonck (2013) says, players
videogames, it happens the exact same thing. The player takes the role of a fresh-
created character, a character which the player can personalize at please for it to be
What if we think that what Verhulsdonck said is still ambiguous for non-player
individual. We can see with this new definition that you not only have to assume the
role of a character, but as well. The videogames has to be filled with a strong
narrative that tells how the story is developing and how your character evolves
Even it is a simple category inside a vast quantity of genres and type of games, the
Role Playing Games, according to Hitchen and Drachen (2009) can be divided in
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In this paper, the definition which will be taken in consideration for the research will be
the Single Player Digital, which they refer to as a type of game that is derived
directly from the table-top form () some examples use digitized versions of pen-
abilities typical of pen-and-paper games. The most obvious differences between the
two forms are there being only a single player, with the software taking on the
functions of the game master and the presence of the visual, digital, representation of
the game world. With this slightly more complete definition of what a Role Playing
Videogame is, we can conclude that is a digital representation of the classic board
trying to imitate the experience of the same original game. The player has to rely on
the software programming and the randomness of the same software to be guided
across their adventure as an epic new character in some uncharted land from an
unknown world.
METHODOLOGY
Methodology Description
We will use the mix method in our research using both quantitative and qualitative
approaches to study all the collected data. As state by Creswell in 2005, the
qualitative addresses the process while the quantitative, the outcomes (p.15). Our
objective with the qualitative approach will be analyzing the different translation errors
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and the quantitative approach will be focused in counting the times an error is being
made in a translation and the type of errors repeated during the translation.
In this document we will use different kinds of examples for backing our
information. As our population, we will use Role-playing games and about them we
will use some specific references just as Chrono trigger, Final Fantasy VII and
More than anything we will be using observation as the instrument for our data
collection. We will use this in the observation of the different videogames translations
and the comparative points between a kind of translation between various kinds of
samples, just as we just said in the las point; Population and Sample. (Describe why
it is observation and describe about the comparative chart for identifying errors)
Analysis of Data
We will try to understand what kind of translations methodology works best in the
different samples. We will check the differences and the similitudes between each
kind of videogame, and how the procedure in the translation works better or worst in
the entire context. For this comparative point, we will use the famous videogame
Conclusion
CONCLUSION
After the complete analysis of different and (in certain cases) complicated texts,
we could end with a concrete idea about what were we looking for, and how we
could find some answers to our questions. We started trying to understand some
ideas about the videogames translation. And against all the ideas that could
some ideas of specifications in this area that will help us on future investigations.
Under the pression we understand the complications that could had come with our
topic, and, even in that situations, the semester and the information that we could
receive in it, helped us to move along the problems and made a solution to our
ideas that will help us along our career to make investigations and understand any
area in the best way. Completing this point we can take with us all the important
ideas that we could catch in the semester and with them all the knowledge that will
References
Cintas, J. D., & Anderman, G. (2008). Audiovisual Translation: Language Transfer on Screen.
London: Imperial College.
Danan, M. (2004, Abril 1). Captioning and Subtitling: Undervalued Language Learning Strategies.
Retrieved from Meta: http://www.erudit.org/fr/revues/meta/2004-v49-n1-
meta733/009021ar/
Egenfeldt-Nielsen, S., Smith, J. H., & Tosca, S. P. (2016). Understanding Video Games: The Essential
Introduction. New York: Routledge.
Explorable.com. (2009, Nov 03). Quantitative and Qualitative Research. Retrieved from Explorable.
Kilborn, R. (1993). Speak my language: current attitudes to television subtitling and dubbing.
Media, culture and society.
Lebowitz, J., & Klug, C. (2011). Interactive Storytelling for Video Games: A Player-Centered
Approach to Creating Memorable Characters and Stories. Amsterdam: Focal Pr.
Rahman, M. S. (2016, Nov 11). The Advantages and Disadvantages of Using Qualitative and
Quantitative Approaches and Methods in Language Testing and Assessment Research: A
Literature Review. Retrieved from ResearchGate:
https://www.researchgate.net/publication/309889936_The_Advantages_and_Disadvantag
es_of_Using_Qualitative_and_Quantitative_Approaches_and_Methods_in_Language_Testi
ng_and_Assessment_Research_A_Literature_Review
Scolari, C. A. (2009). Transmedia Storytelling: Implicit Consumers, Narrative Worlds, and Branding
in Contemporary Media Production. Retrieved from http://dspace.uvic.cat