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GAMING, TRADUÇÃO, ACESSIBILIDADE - Crossingwords

GAMING, TRANSLATION, ACCESSIBILTY

September 30, 2021
Maria Joaquina Marques

Many people may think that gaming, translation and accessibility have nothing in common, but they are three disciplines that intertwine and can create magic, when properly done. Any video game from a country with a language different from the countries where it will be sold must be localized, that is, its translation must be done taking into account the audience, culture and language to which it is intended.

This translation must be done by professionals with experience in localizing/translating video games, since it is a slightly different area from the technical area, for example. Although it is not a mandatory element, the taste and experience in playing can be important, since the person already knows the most used terms or the most appropriate expressions in a given context. When translating video games, the client must give all possible information to the translator, because sometimes the latter does not have immediate access to the game and only has access to the client's briefing for guidance. Later on, the translator may have access to the game for a revision, but it is always better to set rules and provide all possible materials at the beginning of the project.

Currently, and with the gaming world growing considerably, betting on translation alone may not be enough to win new markets and customers. It is increasingly important to bet on the accessibility of those video games. In addition to the need to localize a game, it is equally advantageous to take into account its accessibility, that is, to allow the game to be played by the blind or deaf, for example. Audiovisual translation thus comes within this scope, offering a localization/translation that can involve all players in the environment that the game intends to recreate. Accessibility is not only about having subtitles, but also about being possible to remap the controls, having an inclusive concept in the game design and providing resources and options that cover, for example, fine motor skills, hearing and blindness.