From the perspective of Game Localisation (O'Hagan and Mangiron 2013, Bernal-Merino 2015), this paper examines the translation of Dante's Inferno (Electronic Arts 2010) from English into Italian. Parallel excerpts from in-game dialogues are compared in order to analyse the relationship between the source and the target texts, while exploring the influence Dante's masterpiece exerts on the Italian localisation. The objective is to show that, when a game is based the target culture literature, the latter seems to constrain translation to ensure a successful local impact. As findings suggest, by means of quotations together with lexical, syntactic and stylistic choices, the Italian game is more literarily expressive than its English source, th...
The article introduces a phenomenon of computer game as an emerging field in translation studies. Th...
From its humble origins in the 1970s, the software entertainment industry has grown into a worldwide...
This paper aims to highlight the challenges of media mix (Steinberg, 2012) in the field of video gam...
From the perspective of Game Localisation (O'Hagan and Mangiron 2013, Bernal-Merino 2015), this pape...
This book explores the impact of a video game’s degree of realism or fictionality on its linguistic ...
The market of videogames has been growing more and more int the last years, reaching a revenue of mo...
Nowadays video games are a global phenomenon, gaming is a widespread pastime in society and the digi...
The current heyday of the mass consumption and global circulation of video games, along with its unq...
This paper addresses the issue of video game localisation focusing on the different strategies to be...
This paper analyses the Italian transcreation strategies for the subtitles of the video game Ni No K...
Video game industry has seen massive growth in the last two decades. With the booming prosperity, ma...
This paper reviews current academic literature investigating videogame localisation and illustrates ...
In order to promote a debate on Otherness in multimedia interactive entertainment from the perspecti...
From its humble beginning in the 1970s, the video games industry has flourished and become a world-w...
Since the 1960s, the video game industry has experienced an exceptional growth, and is currently a m...
The article introduces a phenomenon of computer game as an emerging field in translation studies. Th...
From its humble origins in the 1970s, the software entertainment industry has grown into a worldwide...
This paper aims to highlight the challenges of media mix (Steinberg, 2012) in the field of video gam...
From the perspective of Game Localisation (O'Hagan and Mangiron 2013, Bernal-Merino 2015), this pape...
This book explores the impact of a video game’s degree of realism or fictionality on its linguistic ...
The market of videogames has been growing more and more int the last years, reaching a revenue of mo...
Nowadays video games are a global phenomenon, gaming is a widespread pastime in society and the digi...
The current heyday of the mass consumption and global circulation of video games, along with its unq...
This paper addresses the issue of video game localisation focusing on the different strategies to be...
This paper analyses the Italian transcreation strategies for the subtitles of the video game Ni No K...
Video game industry has seen massive growth in the last two decades. With the booming prosperity, ma...
This paper reviews current academic literature investigating videogame localisation and illustrates ...
In order to promote a debate on Otherness in multimedia interactive entertainment from the perspecti...
From its humble beginning in the 1970s, the video games industry has flourished and become a world-w...
Since the 1960s, the video game industry has experienced an exceptional growth, and is currently a m...
The article introduces a phenomenon of computer game as an emerging field in translation studies. Th...
From its humble origins in the 1970s, the software entertainment industry has grown into a worldwide...
This paper aims to highlight the challenges of media mix (Steinberg, 2012) in the field of video gam...