Videogames and minority languages

Authors

  • Santiago García Sanz Universidade de Vigo

DOI:

https://doi.org/10.5007/1980-4237.2014n15p118

Abstract

The videogame industry has been booming worldwide for the past thirty years. Ranking better than music and cinema according to turnover, games are the first choice of consumers in the Spanish leisure industry. However, given the imbalance between domestic production and consumer demand, most of the titles available in Spain have to be localized by foreign publishers prior to marketing, to be linguistically and –where appropriate– culturally adapted to the demands of the domestic market. Localization costs become most of times an insurmountable barrier for minority languages. In the case of Galician, this results in the non-existence of a proper local market and creates an apparently unsolvable vicious circle for language standardization in this area. In this context and inspired by its Brazilian counterpart, the ScummGL project is created within the Master's Degree Program in Multimedia Translation in the University of Vigo to provide Galician versions of classic video games.

Author Biography

Santiago García Sanz, Universidade de Vigo

Santiago García Sanz é licenciado en Tradución e Interpretación (2006) e mestre en Tradución e Paratradución (2010) pola Universidade de Vigo. Vinculado á industria dos videoxogos dende 2007, combina a súa actividade profesional como fornecedor de servizos lingüísticos independente coa súa carreira académica e investigadora. Así, é profesor convidado de Localización de videoxogos no programa de Mestrado en Tradución Multimedia da Universidade de Vigo desde o ano 2010 e candidato a doutor en Comunicación na mesma universidade, cun proxecto de tese centrado no carácter textual e multimodal dos videoxogos.

Published

2014-12-16

Issue

Section

Dossiê – Localização de games: um olhar interdisciplinar (org. Gustavo Althoff)