Conference
Alice in Localizationland: An English-French Translation and Transmedia Study of Disney Characters' Speech in Films and Video Games.
| Τίτλος: | Alice in Localizationland: An English-French Translation and Transmedia Study of Disney Characters' Speech in Films and Video Games. |
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| Συγγραφείς: | Copet, Simon |
| Συνεισφορές: | T210 - English : Literature, Language, Interpretation and Translation, Langage, Soci&Ter |
| Πηγή: | Fun for All VII: International Conference on Video Game Translation and Accessibility - "Shaping the Future of Game Accessibility and Localization, Barcelone, Spain [ES], 31 janvier 2025 |
| Έτος έκδοσης: | 2025 |
| Θεματικοί όροι: | transmedia, corpus linguistics, sociolinguistics, video game localization, intensification, modality, Arts & humanities, Languages & linguistics, Arts & sciences humaines, Langues & linguistique |
| Περιγραφή: | peer reviewed ; The Disney studio has been known worldwide for its animated works for decades. In the mid-1990s, the studio adopted a transmedia approach to present its products to a diverse audience and has been an integral part of the video game landscape since 1981 (Madej and Lee 2020: 2). At the same time, the video game localisation sector is booming and studios are using it to maximise their return on investment (Mangiron, 2018: 123). It was in these conditions that the Gameloft studio released the game Disney Dreamlight Valley (Gameloft 2023), which was localised in several languages, including French. This localisation into French is the subject of our communication, which is a transmedia and translation analysis (EN-FR) of Disney Dreamlight Valley (Gameloft, 2023) and the films The Lion King (1994), Frozen (2013) and Moana (2016). The aim of this qualitative and quantitative research is twofold. The first is to analyse the discourse of three character duos (Nala-Scar; Anna-Kristoff; Moana-Maui) in the films and to determine whether certain characteristics are incorporated into the video game. The second aims to highlight localisation strategies to see if the characters' style and references have indeed been rendered. From a methodological point of view, we did not analyse the subtitles, but the audio versions of the films, which we analysed according to a series of criteria partially based on Lakoff (1975). We took several parameters into account: the presence of polite or insulting language, intensification, modality, types of adjective (Dixon, 1982), type-token ratios, sentence type and the presence of an imperative. I also analysed the references to films that were present in the game. This study revealed that the speech of the characters in the game did not mirror the style of the characters in the film and tended towards homogeneity in that all the characters used more intensifiers and modal markers. However, the video games did try to incorporate elements specific to the films. These references ... |
| Τύπος εγγράφου: | conference object |
| Γλώσσα: | English |
| Relation: | Copet, S. (2025). Alice in Localizationland: An English-French Translation and Transmedia Study of Disney Characters' Speech in Films and Video Games. [Paper presentation]. Fun for All VII: International Conference on Video Game Translation and Accessibility - "Shaping the Future of Game Accessibility and Localization", Barcelona, Spain.; https://orbi.umons.ac.be/handle/20.500.12907/52036; info:hdl:20.500.12907/52036; https://orbi.umons.ac.be/bitstream/20.500.12907/52036/1/Fun4All%20Simon%20Copet.pdf |
| Διαθεσιμότητα: | https://orbi.umons.ac.be/handle/20.500.12907/52036 https://hdl.handle.net/20.500.12907/52036 https://orbi.umons.ac.be/bitstream/20.500.12907/52036/1/Fun4All%20Simon%20Copet.pdf |
| Rights: | open access ; http://purl.org/coar/access_right/c_abf2 ; info:eu-repo/semantics/openAccess |
| Αριθμός Καταχώρησης: | edsbas.B2B055AC |
| Βάση Δεδομένων: | BASE |
| Η περιγραφή δεν είναι διαθέσιμη |