Réflexions sur la traduction du jeu vidéo en tant que nouveau média de représentation littéraire

Reflections on Video Games Translation as a Literary Representation in the New Media Large-scale development of video games can be considered as a somewhat new phenomena, even though video games have been gaining more and more adepts during the last few decades. Since the very beginning, videoga...

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Main Author: Anna Sarapuk
Format: article
Language:EN
FR
PL
Published: Ksiegarnia Akademicka Publishing 2019
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Online Access:https://doaj.org/article/b9fba8f1d16e467290b26a5b65533821
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spelling oai:doaj.org-article:b9fba8f1d16e467290b26a5b655338212021-11-27T13:04:45ZRéflexions sur la traduction du jeu vidéo en tant que nouveau média de représentation littéraire10.12797/MOaP.25.2019.46.041689-91212391-6745https://doaj.org/article/b9fba8f1d16e467290b26a5b655338212019-12-01T00:00:00Zhttps://journals.akademicka.pl/moap/article/view/984https://doaj.org/toc/1689-9121https://doaj.org/toc/2391-6745 Reflections on Video Games Translation as a Literary Representation in the New Media Large-scale development of video games can be considered as a somewhat new phenomena, even though video games have been gaining more and more adepts during the last few decades. Since the very beginning, videogames have sought for inspiration in literature, with games such as “The Hobbit” released in 1986 on Amstrad CPC. Back then, it was a raw media that didn’t offer much possibilities to the players as well as to the developers. Today, millions of people – not to say billions – play videogames in the entire world. Technologies related to videogames development are more and more complex. Now, the player doesn’t only have to complete simple objectives like with arcade cabinets back in the 1970’s. He can control complex characters and have them evolve in rich environments. Videogame universes are often based on literature, and thus become a representation of literature that has to consider every aspect of the works it interprets: graphisms (sets and characters), music, gameplay, but also language, the main area of interest for translators. We look into the games ABC Murders and The Witcher III in order to examine different aspects of books transcribed in videogames and their inter-semiotic and interlingual translation. Anna SarapukKsiegarnia Akademicka PublishingarticleInter-semiotic translationliterature representationvideogamesfantasy novelthrillerTranslating and interpretingP306-310ENFRPLMiędzy Oryginałem a Przekładem, Vol 25, Iss 4 (46) (2019)
institution DOAJ
collection DOAJ
language EN
FR
PL
topic Inter-semiotic translation
literature representation
videogames
fantasy novel
thriller
Translating and interpreting
P306-310
spellingShingle Inter-semiotic translation
literature representation
videogames
fantasy novel
thriller
Translating and interpreting
P306-310
Anna Sarapuk
Réflexions sur la traduction du jeu vidéo en tant que nouveau média de représentation littéraire
description Reflections on Video Games Translation as a Literary Representation in the New Media Large-scale development of video games can be considered as a somewhat new phenomena, even though video games have been gaining more and more adepts during the last few decades. Since the very beginning, videogames have sought for inspiration in literature, with games such as “The Hobbit” released in 1986 on Amstrad CPC. Back then, it was a raw media that didn’t offer much possibilities to the players as well as to the developers. Today, millions of people – not to say billions – play videogames in the entire world. Technologies related to videogames development are more and more complex. Now, the player doesn’t only have to complete simple objectives like with arcade cabinets back in the 1970’s. He can control complex characters and have them evolve in rich environments. Videogame universes are often based on literature, and thus become a representation of literature that has to consider every aspect of the works it interprets: graphisms (sets and characters), music, gameplay, but also language, the main area of interest for translators. We look into the games ABC Murders and The Witcher III in order to examine different aspects of books transcribed in videogames and their inter-semiotic and interlingual translation.
format article
author Anna Sarapuk
author_facet Anna Sarapuk
author_sort Anna Sarapuk
title Réflexions sur la traduction du jeu vidéo en tant que nouveau média de représentation littéraire
title_short Réflexions sur la traduction du jeu vidéo en tant que nouveau média de représentation littéraire
title_full Réflexions sur la traduction du jeu vidéo en tant que nouveau média de représentation littéraire
title_fullStr Réflexions sur la traduction du jeu vidéo en tant que nouveau média de représentation littéraire
title_full_unstemmed Réflexions sur la traduction du jeu vidéo en tant que nouveau média de représentation littéraire
title_sort réflexions sur la traduction du jeu vidéo en tant que nouveau média de représentation littéraire
publisher Ksiegarnia Akademicka Publishing
publishDate 2019
url https://doaj.org/article/b9fba8f1d16e467290b26a5b65533821
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