DI-UMONS : Dépôt institutionnel de l’université de Mons

Recherche transversale
(titres de publication, de périodique et noms de colloque inclus)
2019-06-15 - Article/Dans un journal avec peer-review - Français - 12 page(s)

Hamaoui Najwa , LEBON Dorian, "La nécessité et les difficultés de la traduction et de la localisation des jeux vidéo" in Studies on Communication and Linguistic and Cultural Mediat, III, 1, 89-101, www.comejournal.com

  • Codes CREF : Traduction (DI5326)
  • Instituts UMONS : Institut de recherche en sciences et technologies du langage (Langage)
Texte intégral :

Abstract(s) :

(Anglais) Abstract: Since the 1960s, video games have gradually taken up more and more space in our societies to eventually get to the point of being one of the most leading means of communication in 2018. This phenomenon encouraged the human beings to think about video games and try to understand them. This non-exhaustive research is part of this context of understanding the video games while adding a fine detail that one easily forgets: translation. Moreover, this research aims to demonstrate that video games are more than simple toys used by children, but powerful tools that, helped by translation, have a highly important purpose in the world. Keywords: video games, localization, adaptation, subtitling, dubbing, voice-over, revolution, communication, immersion.

Mots-clés :
  • (Anglais) video games