From screen to game: Translating Iron Man 2 cinematics into Spanish

Alfonso Carlos Rodríguez Fernández-Peña
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Abstract

This article presents a descriptive empirical study of the Spanish translation of the video game Iron Man 2 (Sega 2010) in reference to its 50 cinematic sequences and its intertextual consistency across other Iron Man and related texts in the Marvel universe of movies and comic books. We used Rabadán’s (1991) translemic analysis model to analyze the translation while Vázquez Rodríguez’s (2016) taxonomy was applied to evaluate translation errors found in the dialogue script. The analysis shows that roughly one in five of the cinematic scenes contains translation errors. In addition, we have identified intertextual discrepancies of certain key names in Spanish, which, we argue, could disrupt the game’s enjoyability. Without access to the exact situational contexts we can only assume a breakdown in the work process, involving translators, dubbing directors, sound engineers, and QA testers. Additionally, our findings suggest the importance of overseeing the intertextual dimension across the transmedia franchises for coherent storytelling.
从屏幕到游戏将《钢铁侠 2》电影翻译成西班牙语
本文对电子游戏《钢铁侠 2》(世嘉,2010 年)的西班牙语翻译进行了描述性实证研究,参考了其中的 50 个电影片段,以及与漫威电影和漫画宇宙中其他钢铁侠及相关文本的互文一致性。我们使用 Rabadán(1991 年)的 Translemic 分析模型来分析译文,同时使用 Vázquez Rodríguez (2016 年)的分类法来评估对话脚本中发现的翻译错误。分析结果显示,大约每五个电影场景中就有一个存在翻译错误。此外,我们还发现了某些关键人名在西班牙语中的文本间差异,我们认为这可能会影响游戏的可玩性。由于无法获得确切的情景语境,我们只能假设翻译、配音导演、音效工程师和质量保证测试人员在工作过程中出现了故障。此外,我们的研究结果表明,在跨媒体特许经营项目中监督互文维度对于连贯地讲述故事非常重要。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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