Translating literature into playability
The case of Dante’s Inferno
From the perspective of Game Localisation (
O’Hagan and Mangiron 2013,
Bernal-Merino 2015), this paper examines the translation of
Dante’s Inferno (Electronic Arts 2010) from English into Italian. Parallel excerpts from in-game dialogues are compared in order to analyse the relationship between the source and the target texts, while exploring the influence Dante’s masterpiece exerts on the Italian localisation. The objective is to show that, when a game is based on the target culture literature, the latter seems to constrain translation to ensure a successful local impact. As findings suggest, by means of quotations together with lexical, syntactic and stylistic choices, the Italian game is more literarily expressive than its English source, thus providing players with a multimedia interactive Dantesque experience.
Article outline
- 1.Introduction
- 2.Dante’s inferno
- 3.Remediation: From epic poem into action game
- 4.
Dante’s Inferno intralinguistic and intertextual engagement
- 5.Literature and game localisation
- 6.On the Italian localisation of Dante’s Inferno
- 7.Conclusions
- Note
-
References
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Cited by (2)
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► pp. 129 ff.
O’Hagan, Minako, Julie McDonough Dolmaya & Hendrik J. Kockaert
This list is based on CrossRef data as of 4 july 2024. Please note that it may not be complete. Sources presented here have been supplied by the respective publishers.
Any errors therein should be reported to them.