The use of SDH subtitles in video games from an accessibility
perspective
Tomás Costal |
Universidad Nacional de Educación a Distancia
Video games today are highly complex audiovisual products. Their nature is not
only multisemiotic but also interactive. Their potential audience has certain
expectations and, especially in the case of digital blockbusters, final users
need the advantage of knowledge and the force of numbers. A faux
pas in design, continuity or playability will most likely be
conducive to social media outrage, and will see official apologies be released
presently. Conversely, accessibility shortcomings rarely or never have the same
impact.The present study puts forward the advantages of including Subtitles for the Deaf and Hard of Hearing (SDH) in
popular video games and offers an in-depth analysis of a selection of recent
multimedia titles. Drawing on the work of Bernal Merino (2015), O’Hagan
and Mangiron (2013) and Trabattoni (2014) on the special characteristics of video games, the
main elements around which they are structured and the aspects that determine
their success or failure, the author will endeavour to advance a convincing
argument in favour of the introduction of SDH subtitling conventions.
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Video game corpus
Alien: Isolation (Creative Assembly 2014).
Anarchy Reigns (Platinum Games 2012).
Back to the Future: The Game (Telltale Games 2010).
Castlevania: Lords of Shadow 2 (Mercury Steam 2014).