Features of Translational Video Game Playback

Keywords: adaptation, cultural specificity, folklore, localization, transformation, translation, video game

Abstract

The article explores the specifics of video game translation, with a focus on the localization of the iconic role-playing game The Witcher 3: Wild Hunt. The relevance of the study lies in the rapid development of the gaming industry, its growing cultural influence, and the rising demand for localized products that are not only technically accurate but also culturally appropriate. Game translation, as a form of intermedia communication, requires attention to language, stylistics, context, cultural codes, genre conventions, and audience expectations. The purpose of the article is to analyze the main translation strategies, linguistic and intersemiotic transformations used in the localization process, and to determine the factors affecting the preservation of authenticity in the game environment. The methodology is based on a comparative analysis of the Polish, English, and Ukrainian versions of the game, using linguocultural, functional-semiotic, and pragmatic approaches. The study examines the translation of proper names, archaisms, dialects, folklore elements, humor, profanity, mythologems, and the rendering of character-specific language strategies. It identifies common translation challenges such as conveying Polish realia, preserving allusions to Slavic culture, and adapting character stylistics and registers. Key transformations include transcoding, calquing, generalization, specification, contextual substitution, elimination, compensation, addition, and translator-driven interpretation. The findings conclude that video game translation is an interdisciplinary phenomenon that requires not only linguistic competence but also deep understanding of cultural codes, genre conventions, player experience, and technical constraints. Effective localization plays a decisive role in the commercial success of the project, its reception by users, and its longevity in the media space.

Downloads

Download data is not yet available.

Author Biographies

Kamilla Voronina , V. N. Karazin Kharkiv National University

Сandidate of Philological Sciences, Associate Professor, Associate Professor of Mykola Lukash Translation Studies Department

Олександр Крученюк

first-year Master’s student of Mykola Lukash Translation Studies Department, V. N. Karazin Kharkiv National University

References

Karaban, V. I. (2004). Pereklad anhlijs'koi naukovoi i tekhnichnoi literatury. Hramatychni trudnoschi, leksychni, terminolohichni ta zhanrovo-stylistychni problemy [Translation of English scientific and technical literature. Grammatical difficulties, lexical, terminological and genre-stylistic problems]. Vinnytsia: Nova knyha.

Luk'ianova, T. H. (2018). Verbalizatsiia emotsijnykh staniv v mul'tymodal'nomu teksti: intersemiotychnyj pereklad (na materiali anhlijs'koi ta ukrains'koi mov)[ Verbalisation of emotional states in multimodal text: intersemiotic translation (based on English and Ukrainian)]. Visnyk Kharkivs'koho natsional'noho universytetu imeni V. N. Karazina. Seriia «Inozemna filolohiia. Metodyka vykladannia inozemnykh mov» [The Journal of V.N. Karazin Kharkiv National University. Series: Foreign Philology. Methods of Foreign Language Teaching], 88, 105–111.

CD Projekt Red. (2015). The Witcher 3: Wild Hunt: Game script. Warsaw: CD Projekt Red.

Cavallero, G. (2016). Multimedia and cultural adaptation in video game translation. Rome: Edizioni Accademiche Italiane.

Chandler, P. (2014). Interactive media: Synchronization in video game localization. New York: Game Studies Press.

Demarle, D. (2017). Challenges of video game translation. Montreal: Ubisoft Research.

Díaz-Cintas, J. (2007). Audiovisual translation: Subtitling. London: Routledge.

Gottlieb, H. (1992). Subtitling: A new university discipline. Copenhagen: University of Copenhagen Press.

Guerrero, A. (2012). Technical and cultural challenges in audiovisual translation. Madrid: Ediciones del Sol.

Kruger, J.-L. (2012). Cognitive aspects of subtitling: Eye-tracking studies. Johannesburg: Wits University Press.

O’Hagan, A. (2018). Video game localization: Cultural and linguistic adaptation. London: Palgrave Macmillan.

Orero, P. (Ed.). (2004). Topics in audiovisual translation. Amsterdam & Philadelphia: John Benjamins Publishing Company.

Pérez-González, L. (2014). Audiovisual translation: Theories and practices. Oxford: Oxford University Press.

Sabalbescoa, P. (2010). Humor and cultural realities in audiovisual translation. Barcelona: Edicions UAB.

Published
2025-12-30
How to Cite
Voronina , K., & Крученюк, О. (2025). Features of Translational Video Game Playback. The Journal of V.N. Karazin Kharkiv National University. Series: Foreign Philology. Methods of Foreign Language Teaching, (102), 51-58. https://doi.org/10.26565/2786-5312-2025-102-06