2016
DOI: 10.4018/978-1-5225-0477-1.ch009
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Cultural Transduction and Intertextuality in Video Games

Abstract: This chapter addresses the relationship that exists between intertextuality and cultural transduction in video game localization. Whereas the former refers to the dual relationship established between texts and previous texts available to the potential readers and the bridges that are consciously or unconsciously established between them, cultural transduction refers to the conscious process of transforming audiovisual content to suit the interests of a given cultural market. Three case studies are presented t… Show more

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Cited by 7 publications
(3 citation statements)
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“…Uribe-Jongbloed and Espinsosa-Medina ( 2014), in a review of publications about the flow of audiovisual cultural products in the globalization context from 1976 to 2013, sorted out the concepts including cultural proximity (Straubhaar, 1991), cultural share ability (La Pastina & Straubhaar, 2005), cultural discount (Hoskins & Mirus, 1998), cultural lacunae, and cultural universality (Rohn, 2011), and provided a cultural transduction framework that consists of markets, products, people, and places for comparative research. The new framework was later used to analyse video games through comparative case studies (Uribe-Jongbloed et al, 2016), as well as the transcultural adaptation of Don Camillo from bestseller to film to television series (Uribe-Jongbloed & Aristizába, 2019).…”
Section: Controversy Over the Comparative Case Studymentioning
confidence: 99%
“…Uribe-Jongbloed and Espinsosa-Medina ( 2014), in a review of publications about the flow of audiovisual cultural products in the globalization context from 1976 to 2013, sorted out the concepts including cultural proximity (Straubhaar, 1991), cultural share ability (La Pastina & Straubhaar, 2005), cultural discount (Hoskins & Mirus, 1998), cultural lacunae, and cultural universality (Rohn, 2011), and provided a cultural transduction framework that consists of markets, products, people, and places for comparative research. The new framework was later used to analyse video games through comparative case studies (Uribe-Jongbloed et al, 2016), as well as the transcultural adaptation of Don Camillo from bestseller to film to television series (Uribe-Jongbloed & Aristizába, 2019).…”
Section: Controversy Over the Comparative Case Studymentioning
confidence: 99%
“…However, the word "adaptation" does not appear in the index, nor does it figure in the glossary, which as part of an introductory textbook aims to explain basic terms. 14 Studies about cultural economy (see, e.g., Straubhaar, 1991;Uribe-Jongbloed, and Espinosa-Medina, 2014;Uribe-Jongbloed, Espinosa-Medina, and Biddle, 2016) have also focused on adaptation in terms of cultural values without acknowledging LFAS. The awareness that adaptation is being studied outside the lit-film paradigm, and the subsequent understanding that therefore the label "adaptation studies" should apply to a wider study field have appeared only more re cently among literary film scholars; see, e.g., various contributions in Leitch's (2017c) The Oxford Handbook of Adaptation Studies) and in Cutchins' et al (2018) The Routledge Companion to Adaptation.…”
Section: Ts As and Disciplinarizationmentioning
confidence: 99%
“…Once we had constructed the framework, we began applying it to a variety of cases, ranging from TV shows in Colombia before the advent of the global format trade (Espinosa-Medina & Uribe-Jongbloed, 2016), to new developments in the videogame industry and the creation of transmedia products (Espinosa-Medina & Uribe-Jongbloed, 2017;Uribe-Jongbloed, Espinosa-Medina, & Biddle, 2016). In the process of moving from television shows to videogames, we discovered the need to thread other disciplinary grounds, including adaptation and translation studies.…”
Section: An Introduction To Cultural Transductionmentioning
confidence: 99%