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Pietro Luigi Iaia - The Dubbing Translation of Humorous Audiovisual Texts-Cambridge Scholars Publishing (2015)
Pietro Luigi Iaia - The Dubbing Translation of Humorous Audiovisual Texts-Cambridge Scholars Publishing (2015)
Pietro Luigi Iaia - The Dubbing Translation of Humorous Audiovisual Texts-Cambridge Scholars Publishing (2015)
Translation
of Humorous
Audiovisual Texts
The Dubbing
Translation
of Humorous
Audiovisual Texts
By
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the prior permission of the copyright owner.
List of Figures............................................................................................. ix
Introduction ................................................................................................. 1
Investigating Audiovisual Translation
1. Book Rationale and Objectives
2. The Chapters
Notes........................................................................................................ 223
LIST OF FIGURES
2-1 Sheldon “Reacter” in “The Big Bran Hypothesis”, from The Big
Bang Theory......................................................................................... 40
2-2 Sheldon “Actor” and “Process” in “The Big Bran Hypothesis”,
from The Big Bang Theory .................................................................. 41
2-3 “Demand Image”, from Kandahar ...................................................... 42
2-4 “Offer Image”, from Kandahar ........................................................... 43
2-5 Penny “Theme” and Leonard “Rheme”, in “The Big Bran
Hypotheses”, from The Big Bang Theory ............................................ 44
4-1 Phases of the Interactive Model and a description of their objectives ... 68
4-2 Levels of the “MuCrAS” Phase........................................................... 69
4-3 Levels of the “MuReTS” Phase........................................................... 70
4-4 Schematic Representation of the Interactive Model ............................ 71
7-1 Levels of humorous effect in the original script ................................ 183
7-2 Levels of equivalence of the official translation ............................... 183
7-3 Levels of humorous effect in the official translation ......................... 184
7-4 Levels of equivalence of the alternative translation .......................... 185
7-5 Levels of humorous effect in the alternative translation ................... 185
INTRODUCTION
As for text type (i), the academic literature has so far focused on the
correlation between the original and translated jokes (e.g., Chiaro 2006 on
films such as A Fish Called Wanda or My Big Fat Greek Wedding), or on
the analysis of the translations performed by local comedians (cf., e.g.,
Guido 2012: 86-92, who enquires into the Italian modifications to the
original version of the film Monty Python and the Holy Grail). This book
Investigating Audiovisual Translation 5
(i) to enquire into specific strategies in the Italian translation for the
dubbing of humorous texts—i.e., the adoption of specific
diatopic/diastratic varieties and the production of
pragmalinguistic misrepresentations—focusing on its cognitive-
ideological, lexico-semantic, structural and pragmatic
dimensions;
(ii) to propose an alternative approach to the translation of the
analysed texts accounting for the multimodal construction of the
selected corpus;
6 Introduction
2. The Chapters
The first chapter will focus on dubbing and game localisation from the
historical, technical and linguistic perspectives, presenting audiovisual
translation as a linguistic, cross-cultural, communicative and interpretative
process, and discussing the theoretical and analytical issues related to the
production of equivalent target scripts. Chapter two will then introduce the
theoretical notions connected to the interpretation of how the interaction
between linguistic and extralinguistic features conveys specific semantic
dimensions that audiovisual translators should recognise and adapt for
target receivers. The third chapter will instead concentrate on the genre of
the selected corpus of texts, presenting the most relevant theories of
construction and translation of humorous discourse. The grounds of the
Model and the translators’ factual and procedural competences will
represent the main subjects of chapter four, together with the introduction
of the method of investigation and the examined audiovisual texts. This
structure is meant to provide analysts, students and translators with the
theoretical notions connected to the most important issues in AVT before
identifying the Italian translation strategies in humorous films, TV series,
TV shows (chapter five) and video games (chapter six). These chapters
will underline the cognitive-semantic, pragmatic and socio-cultural
dimensions of target versions, by focusing on the adoption of diatopic and
diastratic language varieties, on the production of pragmalinguistic
misrepresentations of the original characterisations, and also presenting
some examples of alternative translation strategies that produce more
equivalent scripts. Finally, the seventh chapter will be dedicated to the
introduction and comments of the novel scripts obtained through the
Model, and to the empirical audience’s reception of the translation
Investigating Audiovisual Translation 7
strategies for the video games Final Fantasy IX and Ni No Kuni: Wrath of
the White Witch, analysing the results of a questionnaire submitted to
groups of undergraduate students (specific to a selected interaction from
the former video game) and the comments that players have posted on
dedicated online forums.
When it comes to AVT, the unexplained and unsaid are as important to
both the authors and the translators as the explicit elements: what is
implicit reveals the author’s schemata, it is supported by the images and
sounds, and it is to be taken into account when planning translations; the
explicit translators’ choices reveal their perception of target cultures, but
also their knowledge of the cognitive source, linguistic and socio-cultural
backgrounds, with which they need to come to terms when translating.
CHAPTER ONE
AUDIOVISUAL TRANSLATION:
HISTORY AND CENTRAL ISSUES
produces a target text which adapts the original pun, in fact the idea of
going to the market for a “speedy” shop—conveyed by the original
“Kwik” (‘quick’)—is rendered with the reference to a “Jet”, a fast type of
aeroplane.
As for their multimodal nature, consisting in the integration between
several semiotic modes (Kress 2009), audiovisual texts are considered by
Delabastita (1989: 199) as semiotic macro-signs consisting of:
the extralinguistic elements do not match the linguistic ones, or the target
linguacultural context (see Denton 2007: 32-33, but on the cultural
adaptation of the sitcom The Nanny also cf. Guido (2012), who carries out
a detailed analysis of the Italian translation of a corpus of episodes).
The above technical issues have to cope with the need to create target
scripts that would be perceived by the audience as actually produced for
the target culture. Yet, this objective is generally pursued by obtaining
local versions modelled on the target culture and receivers only, which
may therefore not be defined equivalent to the source texts from a
pragmalinguistic perspective, but only from the lexical or semantic ones—
unless a neutralisation strategy is chosen. For these reasons, it is claimed
that a more detailed analysis of the source texts focused on the
interpretation of the interaction between their linguistic and extralinguistic
features may help translators attain an appropriate interpretation of the
original semantic dimensions. Before dealing with equivalence in
audiovisual translation, though, it is now time to introduce the topic of
game localisation, thus completing the presentation of the main issues
connected to the translation of the different text types under analysis.
1.4.1 Transcreation
Transcreation is not an exclusive strategy adopted for the localisation
of video games, since it is widely used in the translation of sacred texts (Di
Giovanni 2008) and advertisements (Pedersen 2014), eventually acquiring
the status of a concept per se, which identifies something “more than
translation” (Pedersen 2014: 62). Due to the novel dimension of
transcreation, though, a universally accepted definition for it has not been
developed yet, the processes involved are described from a “merely
practical” perspective (59).
16 Chapter One
to a group of his servants, the Monty Bros. The interaction is here only
introduced, as it will be analysed in Section 6.1.2 below:
In the example above, the quotation “i went too jail” is not a simple
source-text defect, but conveys the author’s evaluation of the criminals he
is talking about. It therefore acquires a humorous, disparaging value
(Zillman 1983), which translators are called to identify and reproduce in
an equivalent way. In fact, whereas “i” may reproduce the conventional
way of writing on social networks, “too” represents a mistake made by the
criminal, whose exact reproduction serves to characterise the man,
contributing to the overall sarcastic tone. Furthermore, it is worth noting
that the above interpretation was not shared by all the students when asked
to produce their translations of the article. In fact, the group that
considered the defect above as a simple mistake corrected the line in their
translated versions, thus failing to adapt the original humorous
construction. This misinterpretation unveils the importance of the
receiver’s relationship with the text, since the resulting retextualisation is
based on a different, partial identification of the original meanings and
hence it triggers different effects in the receivers.
Whereas solutions (i) and (ii) above are respectively the conventional
realisations of foreignisation and domestication—or more literal and free
translations—solution (iii) corresponds to the “interactive” approach
proposed in this book and developed in Chapter 4 below. It is “interactive”
since it lets both source and target cultures interact in the search for
equivalent lexical and semantic features that have the same pragmatic
value for source and target receivers. Solution (iii) is also supposed to
favour the view of translation as a process of intercultural communication,
discouraging the attitudes of “servant” and “master” in matters related to
culture and an anachronistic dismissal of local “peripheral” realities away
from the “centre”. To sum up, the interactive approach to dubbing
translation is here defined as the production of target versions based on the
identification and interpretation of the original semantic dimensions
conveyed by the relations between semiotic modes of representation. The
original dimensions are adapted for the target audience by preserving the
same references or by replacing the original ones with equivalent textual
and semantic structures that prompt, as much as possible, the same
pragmatic functions according to the target linguacultural backgrounds,
without twisting the original intents and without compromising the
original locutionary, illocutionary and perlocutionary dimensions (Austin
1962).
The resources for the production of audiovisual texts are defined as
social semiotic, due to their features. They are social for they
communicative peculiar ways of conceiving reality, of conceptualising the
world, typical of a social group. Kramsch (1998), indeed, talks of
“discourse communities”, where the ideational function is shared, while
Fish (1980) identifies “interpretive communities”, whose members are
called to interpret the right meaning, corresponding to an accepted and
shared interpretation of the world. The resources are nonetheless also
semiotic, since they are linked to the notion of “sign”, which is actually
not intended as arbitrary, as in Saussure’s (1960) view, but “motivated”, or
decided by the author (the “sign-maker”), who selects the peculiar
meaning entailed by the sign, according to his/her socio-cultural schemata
(cf. Kress 1993).
Audiovisual Translation: History and Central Issues 23
In short, semiotic resources are those actions, texts, and images, used
for purposes of communication, with the intent of making meanings (van
Leeuwen 2005). Meanings are culture-specific, based on social conventions,
and have to be shared in order for receivers to catch the correct
interpretation of each text, since “[e]ven in the most abstract and
theoretical aspects of human thought and verbal usage”, the understanding
of words “derives from active experience of those aspects of reality to
which the words belong” (van Leeuwen 2005: 103). Furthermore, each
resource has a semiotic potential, which includes the possible meanings to
be conferred, divided into a theoretical and an actual potential: the former
corresponds to past and potential uses; the latter corresponds to the
“current” uses, recognised and considered relevant by the receivers and the
sign-makers in particular.
One of the focuses of the socio-semiotic approach is the attention to
the source-text producers (and, as for the purpose of this book, to the
producers of target versions as well), and to the reasons behind their
choice of the specific semiotic resource out of the “semiotic landscape”
(Kress and van Leeuwen 2006). Therefore, each element of the analytical
chapters below acquires importance at the time of recognising the socio-
cultural, ideological reasons behind the connotation of what is represented.
In fact, when constructing audiovisual texts, authors select the semiotic
potential, which is reflected in the position of the represented participants
on the horizontal and on the vertical dimensions, but also on the language
that the characters will speak and on other, extralinguistic elements such as
the lights, the shots, or the acoustic score. During this phase, AV texts
receive those socio-cultural connotations whose identification and
comprehension is linked to the act of belonging to the same community, or
to sharing similar ways of interpreting and conceiving experiences. Yet,
the selection of a shared meaning is—in Fairclough’s (2001) terms—an
“ideological” process, for it is peculiar to those who gain power,
coinciding with what Widdowson (1992) defines as the act of
“authorization”, i.e., to give a shape to reality.
The shared meaning, decided and preserved by the important members
of society, therefore transmits the dominant “ideology”, a notion that is not
easy to define and which nonetheless cannot be labelled only as a social
phenomenon. In stating its indeterminacy, Eagleton (1991: 193) unveils
the link between the semiotic dimension and the production of meaning by
means of signs, defining “ideology” as “a convenient way of categorizing
under a single heading a whole lot of different things we do with signs”.
Fairclough (2001: 2) states that ideology is “implicit in the conventions
according to which people interact linguistically, and of which people are
24 Chapter One
meaning that listeners have to recognise “via inferences” (Yule 1996: 40).
Grice (1975; 1978) proposed for the first time the notion of implicatures,
entailing the possibility of achieving the right inference between the
various interpretations of an utterance. At the basis of its description there
is another principle from Grice (1975), the “cooperative principle”,
according to which, at the time of communicating, participants take into
account four maxims for the production and the desired interpretation of
meaningful sentences, which are: “quality”, “quantity”, “relevance” and
“manner”. Listeners infer the speakers’ perspective from what they
actually utter, but a mental process that goes beyond the superficial level
of logical meaning—the latter coinciding with the area of interest of
semantics—can only be activated if the cooperative principle is
acknowledged and participants share the same background knowledge.
Implicatures are divided into two main kinds: “conventional” and
“non-conventional”. Conventional implicatures are not linked to the
semantic dimension of what is uttered: they are determined by
conventions, they “depend on words” (cf. Yule 1996: 45-46) such as the
conjunctions “and”, “or”, “yet”. The group of non-conventional
implicatures includes various elements: “particularised”, “generalised” and
“conversational”. With the particularised, the inference is determined by
mutual knowledge, by the relevance to the context. As for generalised
implicatures, according to Gazdar (1979), these can be further divided into
“scalar”, including items that are on a scale (e.g., “all”, “most”, “few”),
and “clausal”, concerning the truth of what the speakers utter. Finally,
conversational implicatures—opposed to the non-conversational—include
those that are “standard” and that “flout”. Standard and flouting
implicatures are more relevant to the analysis of audiovisual texts, since
they are generally implied in dialogues (and that is why they are defined as
“conversational”). In particular, the flouting ones coincide with the
uttering of metaphors, or the use of irony (i.e., when language is used
beyond its surface value), and when the speakers—at the superficial level
of analysis at least—do not seem to cooperate.
Consider now the following dialogue (2), from the episode from the
sitcom The Big Bang Theory, entitled “The Tangerine Factor” (cf. Iaia
2013):
On the semantic level alone, Sheldon, one of the main characters of the
sitcom, does not seem to have answered his friend’s question—actually, it
seems that he is speaking of a completely different topic. Yet, since it has
to be assumed that Sheldon is cooperating, his lines have to be consistent
with the topic of the interaction. The mental process activated is entailed
by the sequence (2a)-(2d) below:
(2e) (2c) +> the cat can be thought as both alive and dead.
(2f) (2c) +> the date can be thought as both good and bad,
because of (2d).
The sequence above also serves to clarify the distinctions between the
pragmatic inference of presupposition and the semantic notion of
entailment—indicated with the symbol “||-”—and to enquire into the
application of the former to the analysis of comic texts. As for the
difference between presupposition and entailment, if the utterance (3) is
considered again, one of the logical derivations is that Josie and her
mother used to talk about their past:
(3c) Josie and her mother used to talk about their past.
(3d) (3) ||- (3c).
Due to the linguistic features of the Italian version, the latter does not
presuppose (3a), since it hides the sarcastic comparison between the
conceptions of Josie and Jesus, for her mother is said to tell stories about
Audiovisual Translation: History and Central Issues 31
1.6 Conclusions
The history of dubbing in Italy is closely related to the cultural, social
and economic dimensions: the desire to preserve national identity, in fact,
reflects the historical period of its introduction, but it is no longer suitable
to the current, multicultural society. Besides those socio-cultural
considerations, dubbing is also affected by linguistic and technical
limitations. As for the former, the language of target scripts—dubbese—is
defined as an artificial language whose style resembles written texts,
lacking the lexical and syntactic features or the spontaneity typical of the
oral language. As for the technical issues, dubbing translation is also
affected by Herbst’s (1996) three constraints, which underline the respect
for the original actors’ lip-movements and the extralinguistic elements on
screen. Such cultural, linguistic and communicative issues are common to
the novel area of game localisation, whose analysis has exemplified the
need for a different approach to its study, in order to provide better
definitions of the strategies and realisations activated at the time of
translating video games.
In fact, like any forms of translation, also AVT should account for the
denotative and connotative semantic dimensions, which are also conveyed
through the extralinguistic features. Hence, a dubbing translator should
possess the ability to interpret the linguistic and extralinguistic
constructions, favouring the interaction between source and target cultures
in the production of equivalent target versions, in order to infer the
original illocutionary dimension and mediate between the respect for the
32 Chapter One
authors’ intent and the audience’s expectations. For these reasons, the
theoretical grounds for dubbing translators will be now completed by
exploring how multimodal texts are produced and how the semiotic modes
of representation interact with the linguistic, cognitive and socio-cultural
dimensions.
CHAPTER TWO
This chapter will explore how the extralinguistic features affect the
production, reception and interpretation of audiovisual texts (2.1). In
particular, the notion of multimodality will be presented, by selecting
some aspects from the grammar of visual design developed by Kress and
van Leeuwen (2006), and the socio-semiotic approach (van Leeuwen
2005; Kress 2009). It will be illustrated how to “read” images, or the
position and the traits of the represented participants, as well as how to
interpret the acoustic dimension (2.2), in order to complete the view of
audiovisual-text construction and translation as communicative and
interpretative processes. It is claimed in fact that such a methodological
approach allows audiovisual translators to get acquainted with how the
visual, acoustic and textual characteristics interact to convey the semantic
dimensions that they are supposed to identify and adapt during the
retextualisation phases.
(4) Chanu: “I still have my coat on. Isn’t it fair to say that you hate it
when I come inside and forget to take it off?”
From the semantic and lexical perspectives, it can be surmised that the
speaker, Chanu, is talking to another person, since he directly refers to his
interlocutor by means of the pronoun “you”. Yet, it is not possible to
decide whether he is speaking to a man, to a woman, or to more people at
the same time, due to the lack of information about the setting and the
topic of the interaction. It seems that he is talking about a coat, but it is
difficult to state whether he is polemic, or ironic, or he is mixing different
34 Chapter Two
intents within his lines. Such difficulties are essentially connected to the
following factors:
According to factor (i), it is not possible to know who Chanu is, who
his interlocutors are and what the intent of his utterance is, and it is
necessary to contextualise the scene from an audiovisual perspective, by
means of the extralinguistic elements. Turning to factor (ii), the socio-
cultural differences require some effort to recognise what is not explicitly
said, but nonetheless communicated, conferring specific connotations to
common nouns, such as “coat” in (4). Chanu, an Indian man living in
London with his family, is indeed not simply talking about his garment, he
is actually provocative towards his wife (his interlocutor), who has not
respected the “duty” of welcoming her husband home by taking his coat
off, according to their cultural custom.
The above considerations on extract (4), from the movie Brick Lane
(2007, 01:11:37 – 01:11:46), introduce the topic of this chapter. In order to
catch the implicit meanings and concepts associated with the
linguacultural context entailed by audiovisual texts, as well as to interpret
the implicit and unsaid, a not insignificant part of any human interaction, it
is important to carry out an analysis of the extralinguistic features, so as to
identify their relations with the written dimension of the scripts. In fact,
whereas the pragmatic notions of “implicature” and “presupposition” may
help dealing with the linguistic characteristics (cf. Section 1.5.2 above),
due to the audiovisual nature of the selected text types, such an analysis
should be completed by considering the role of the visual and acoustic
modes of representation in communicating the meanings of source
versions. This integration between the pragmatic and extralinguistic
examination leads to a heightened awareness of the multimodal
construction and reception—and, therefore, translation—of the scripts, and
it is at the basis of the approach here developed.
Kress and van Leeuwen’s (2006) “grammar of visual design” is central
to this discussion. Through use of the term “grammar”, emphasis is put on
the connection between the syntactic dimension of the “visual
representations” and the messages conveyed to receivers, since the
composition of audiovisual texts actualises specific rules determined by
the socio-cultural dimensions and conventions, and eventually conveys
culturally-, politically-, and even historically-specific messages. This view
The Grounds of Audiovisual Representations 35
(vi) circumstances:
a. locative circumstances;
b. circumstances of means;
c. circumstances of accompaniment.
Figure 2-1. Sheldon “Reacter” in “The Big Bran Hypothesis”, from The Big Bang
Theory.
Figure 2-2. Sheldon “Actor” and “Process” in “The Big Bran Hypothesis”, from
The Big Bang Theory.
The scene describes one of the “lessons” given to the little girls, who
are taught not to touch the dolls in the streets, since they may be booby-
trapped and explode. The “teacher” is moving between the lines of the
girls, and his line of sight overlaps with the audience’s one, represented by
the camera. So, when looking at the man, girls also look at the audience,
triggering an emotional reaction linked to the dramatic tone of the scene.
On the other hand, when the protagonist, Nafas, records what she sees
during her journey in Afghanistan, examples of offer images can be
identified, as in the one represented in figure 2-4 below:
The Grounds of Audiovisual Representations 43
The image in figure 2-4 aims to contextualise the setting of the movie,
to acquaint the audience. From the figure above, it is indeed possible to
gain information about the clothes of the women and of the little girls,
which contrast with the elderly man’s outfit depicted within the group at
the centre of the image. Yet, the scene also compares traditional Afghani
clothes with Western ones, by means of the representation of the
photographer on the bottom right. As the analysis suggests, figure 2-4 is
just “offering” information to the receivers.
Finally, images may also be composed according to the pattern that
regulates the textual organisation, recalling the conventional structure
integrating “given” (already known) and “new” information, entailed by
the contrast between “theme” and “rheme” (cf., e.g., Halliday 1985: 277;
O’Toole 2011). The position of the “given” and “new” information in AV
texts is therefore connected to socio-cultural conventions—for example, in
figure 2-5 below, the criteria is applied to another fragment of the scene
from The Big Bang Theory episode analysed above:
44 Chapter Two
Figure 2-5. Penny “Theme” and Leonard “Rheme”, in “The Big Bran Hypothesis”,
from The Big Bang Theory.
participants have to belong to the same social group, in order to share the
same ways of perceiving and representing reality. This stage, which
corresponds to Halliday’s (1978) ideational function, is also the topic of
“discourse” in the socio-semiotic analysis developed by van Leeuwen,
who states that the images should therefore be analysed as “means of
social interactions”, and no longer merely as “representation” (cf. 2005: 3-
6).
In the selected corpus of audiovisual scripts, however, images also
interact with the acoustic elements, here defined as both the original score
and the dubbing translation, the original and dubbed voices of the actors.
The visual and the acoustic components are interrelated in the production
of multimodal texts, by means of the criteria of “composition”, which
provides “coherence and meaningful structure to spatial arrangements”
(van Leeuwen 2005: 179), and which constitutes “the way in which these
[audiovisual] elements are combined into meaningful wholes” (Kress and
van Leeuwen 2006: 1). Furthermore, also the acoustic score confirms the
author’s perspective and influences the audience’s interpretation, both in
the source and target versions. As for the latter, however, the changes in
the acoustic characteristics of the voices, or in the varieties of the spoken
language may lead to forms of modification of the illocutionary force,
provoking pragmalinguistic differences in the representation of the
characters and triggering an interpretation which does not necessarily
correspond to the original one. For example, as already seen in Section
1.4.1 above, some video games are translated into Italian resorting to
diatopic and diastratic varieties from the Central and Southern Italy, such
as Romanesco, from the area of Rome. The choice is determined by the
need to elicit the implied audience’s humorous response, and it implicitly
communicates that such expectations are grounded in social meanings that
are identified and recognised by the members of the Italian audience that
share the same socio-cultural conventions. Consider the following
utterance (6), from the video game Mario & Luigi: Bowser’s Inside Story,
where the enemy O’Chunks introduces himself:
2.3 Conclusions
Due to their implicit nature, the socio-cultural, ideological
characterisations may be difficult to identify, nonetheless it is argued that
the combination between the pragmatic and socio-semiotic approaches
The Grounds of Audiovisual Representations 47
lexicon, syntax, and phonology” (Guido 2004: 43). As the analysis shall
illustrate, their inclusion in the Italian translations of the selected corpus of
humorous audiovisual texts is connected to the production of derogatory,
disparaging representations. What is more, when these linguistic resources
are not in the source scripts, but stem from the translators’ interpretation of
the source illocutionary and perlocutionary dimensions, the degree of
equivalence in the audience’s response may change, due to TT-centred
translations where the translators’ interpretative, top-down retextualisations
prevail.
Finally, the integration between the cognitive and the socio-linguistic
levels may lead to the humour strategy of nonsense, which Shultz (1976)
considers as a deviation from incongruity theory, since differently from
the latter technique, in nonsense the gap between the cognitive and the
linguistic dimensions is not closed. For this reason, the audience may just
laugh at the strange nature of what is watched, without having the devices
to explain such inconsistencies. This kind of humour is prevalent in the
analysed video games, where the receivers have to accept the existence of
counterfactual characters or places, or the presence of animals that
communicate by means of human language. In other words, the theory of
nonsense accompanies the development of adventures in “possible worlds”
(Hintikka 1989), thus affecting original linguistic and extralinguistic
features. Besides exploiting nonsense, video games may also resort to a
“self-referencing” (Mangiron 2010) strategy of humour construction,
consisting in including intra- and inter-textual references and allusions in
scripts, aimed at players with a prior knowledge of video games in general,
or specific series. This strategy, though, could lead to mistranslations, for
if translators are not acquainted with the text types they are dealing with,
such references may be not rendered, and important elements for the
appropriate adaptation of the author’s intentionality are removed. Due to
this lack of prior knowledge, equivalent Italian versions are sometimes not
produced (cf. Chapters 6 and 7 below), and the original integration between
the conventions of the fantasy genre and the audiovisual actualisation of
the counterfactual features is not preserved, but modified by means of
diatopic/diastratic varieties, or by neutralising the language variations,
resorting to the standard variety. By way of example, consider the
mistranslation of “self-referencing” discussed by Iaia (2014b: 523-525),
when he deals with the failure to render the pun “Monty Bros.” based on
the “Monty Moles”, recurring characters in the Super Mario video-game
series (see also Section 6.1.2 below).
In conclusion, due to the novel strategies of construction of audiovisual
text types, to the hybridisation of genres, as well as to the diffusion of
54 Chapter Three
Jokes (i) and (iv) represent those that would be easily adapted, whereas
the others are generally based on socio-cultural conventions that need to
be shared. As for the link between the linguacultural background and the
response to humorous stimuli, Guido (2012: 51-52) identifies two possible
responses from the receivers—and hence the translators. According to her,
humorous discourse may be approached from either a “motivational”
perspective or a “structural” one. In the former case, the recipient shares
the original socio-cultural conventions, thus appropriately responding to
the comic stimuli; in the latter, there are possible paths that may be
followed and that affect the rendering process. Translators, indeed, may:
(i) adopt a perspective of estrangement “and appraise the joke only from
the perspective of semantic-structural incongruity” (Guido 2012: 52); (ii)
interpret the joke according to their own cultural schemata, “flouting […]
the Sender’s socio-cultural” ones (ibidem); (iii) choose the path of
“acculturation” (Schumann 1986), “familiarizing” themselves with the
sender’s socio-cultural schemata (Guido 2012: 52); or (iv) establish “a
cross-cultural pragmatic communication with the Sender, starting an
‘interactive discourse’” (ibidem) between the sender’s socio-cultural
schemata and the recipient’s ones.
Strategy (iv) represents a significant translation approach, and in fact
the Interactive Model devised in this book is focused on the translator’s
active role and the interaction between the source-text analysis and the
creative contribution to TTs, in order to produce scripts that, by inferring
and identifying the author’s illocutionary force, prompt an equivalent
response from the audience. For example, the theories introduced above
would represent one of the elements informing the audiovisual translators’
procedural and factual competence (see Section 4.2.1 below), for they are
supposed to be acquainted with the possible strategies for jokes
production, as well as the possible kinds of puns and quips that they may
find, in order to integrate such knowledge in the critical analysis of STs.
The Production and Translation of Humorous Discourse 57
As for the text types under analysis, though, due to their multimodal
nature, the above theories of humour production have to be integrated with
the “fixed frame” (Guido 2012: 67) represented by the audiovisual
elements on screen, since the visual and acoustic modes of discourse may
support the construction of humour. It is for these reasons that the notions
of multimodality and multimodal construction have already been
introduced (Chapter 2 above). Their account is in fact vital for the
achievement of pragmalinguistic equivalence, but it is also important that
translators consider such a frame as a means to infer the appropriate
interpretation of the semantic dimensions, instead of exploiting the
extralinguistic elements to support the changes that they make, as
exemplified by extract (5) above (see pp. 35-36). That interaction is now
transcribed again—as dialogue (7)—to explore the differences in humour
construction from a more detailed perspective:
3.3 Conclusions
The translation of humorous discourse challenges translators due to the
integration between the cognitive, socio-cultural and linguistic features
that interact in its construction and interpretation. Furthermore, when the
translators’ retextualisations are exclusively affected by their socio-
cultural background, there is a prevalence of the bottom-up cognitive
mechanisms, in opposition to an interactive relationship between the
textual features and the individual interpretation, which produces
equivalent target versions from a pragmalinguistic perspective. However,
when it comes to audiovisual texts, the construction of humorous
discourse may also resort to particular relations between the linguistic,
acoustic and visual dimensions. For these reasons, audiovisual translators
should be acquainted with those theoretical notions and practical strategies
that may help attain appropriate interpretations and representations of the
source-text semantic dimensions, by means of a multimodal type of
analysis, at the basis of equivalent target versions. Discussions of the
production and translation of humorous discourse conclude the definition
of the theoretical grounds informing the Interactive Model, which is
introduced in the following chapter, and which is later applied to the
analysis of the official and alternative translations of the selected corpus of
audiovisual texts.
CHAPTER FOUR
Figure 4-1: P
Phases of the Intteractive Modell and a descripttion of their objectives.
The twoo phases reflect the cognitiive and proceedural stages activated
during the translation prrocess. Phasee #1 aims at inferring thee original
illocutionaryy force by enquiring
e into
o the linguisttic dimension n and its
interaction wwith the multimodal dimenssion (Mu). Sinnce—as exem mplified in
the theoreticcal backgrounnd—multimod dal texts are cconstructed by
y creating
a relation of integration or even oppo osition (especcially as for humorous
h
discourse) bbetween the linnguistic and extralinguistic
e c components, “Mu” is
intended as an element thhat translatorss should consstantly consid der during
their criticall analyses of scripts
s (CrAS). It is duringg such analysees that the
strategies inntroduced in the theoreticaal chapters, ssuch as the pragmatic
p
analysis or the consideraations regardin ng the constrruction of hum mour, are
activated inn order to iddentify and in nterpret the ooriginal semaantic and
functional ddimensions. Furthermore,
F the analysis is defined ass critical,
whereas thee translators’ modifications are labelledd ideological,, because
they are innfluenced by their linguaacultural backkground, such h as the
selection of specific languuage varieties, or of lexical and syntacticc features,
which do nnot correspondd to those ap ppearing in thhe source scrripts, and
which are taailored to the implied
i audien
nce’s expectattions.
The Inteeractive Model, Method and Coorpus 69
Figure 4-2: L
Levels of the “M
MuCrAS” phasee.
also represeents the startinng point for thhe retextualisaation of sourcce scripts.
The translattor resorts agaain to the integration betw ween the lingu uistic and
extralinguisttic dimensionns, as the targeet lexical and syntactic choices have
to preserve the originall relation to the “fixed fframe” (Guid do 2012).
Compared too MuCrAS, however,
h the MuReTS
M phasse follows thee opposite
path, as it sstarts from the analysis of the pragmatiic dimension and ends
with the muultimodal actuaalisation of eq quivalent scrippts for target receivers,
r
achieved byy means of syntactic and d lexical chooices reprodu ucing the
relation betwween the linguuistic and non n-linguistic feaatures which are
a meant
to be equivaalent to the orriginal one. Th he process off retextualisatiion in the
MuReTS sstage mainlyy exploits th he translatorr’s top-down n mental
mechanismss to provide allternative (tho ough hopefullyy equivalent) solutions
to the origiinal features. In fact, due to the praagmalinguisticc type of
equivalence advocated inn this book, th he activation oof bottom-up processes
p
is still needded to avoidd the imposition of the trranslator’s id deological
modificationn and ideoological inteerpretation th that may resultr in
pragmalinguuistic misrepresentations th hat prompt diffferent respon nses from
the audiencee. Figure 4-3 below
b illustrattes the levels oof the MuReTTS phase:
Figure 4-3: L
Levels of the “M
MuReTS” phasee.
Figure 4-4: S
Schematic representation of thee Interactive Moodel.
72 Chapter Four
(8) Conan: “Mattel just announced it’s gonna release a new Barbie
based on the Hunger Games main character, Katniss
Everdeen. That’s a photo of the Barbie. It’s about time
Barbie had a crossbow!”
5 Andy: “Right, right!”
[…]
Conan: “[…] [T]he Hunger Games is not the only movie getting
its own Barbie doll. This is a trend, now. Mattel is
releasing Barbies based on other popular films, as well.
10 And we have an exclusive sneak peak at some of the
dolls.”
[…]
Conan: “There is this one—There is ‘Lorax Barbie’ right here.”
Andy: “I would make it a nice bottlebrush.”
15 […]
Conan: “[…] Check this out! Very popular movie franchise,
‘Get-Your-Own Ghost Rider Barbie’.”
Andy: “Wow!”
The Interactive Model, Method and Corpus 73
(8a) Conan: “[…] Check this out! Very popular movie franchise,
‘Get-Your-Own Ghost Rider Barbie’ [Conan takes the
doll].”
Andy: “Wow! [the audience laugh and applaud]”
5 Conan: “This is terrible!”
Andy: “Er—Just do it from the neck up!”
[…]
Conan: “[…] Next Barbie is based on the upcoming movie
Battleship, you’ve all heard of this Battleship movie?
10 Yeah! It’s called ‘Battleship Barbie’. [Conan takes the
doll] Right here [the audience laugh and applaud].”
4.4.1 Corpus
The first part of the analysis will be devoted to the description and
discussion of the conventional strategies for the Italian translation and
dubbing of humorous discourse. The corpus—which includes films, TV
series and video games—is indicated below:
x TV Series:
a. The Big Bang Theory (episodes “The Hamburger
Postulate”—3T6604; “The Middle-Earth Paradigm”—
3T6605);
b. Bob’s Burgers (episodes “An Indecent Thanksgiving
Proposal”—2ASA19; “Mother Daughter Laser Razor”—
2ASA15);
c. Family Guy (episodes “Business Guy”—7ACX11; “The
Former Life of Brian”—6ACX04; “Partial Terms of
Endearment”—7ACX10);
d. Futurama (episodes “Cold Warriors”—6ACV24; “The
Silence of the Clamps”—6ACV14 “The Six Million Dollar
Mon”—7ACV04);
e. Happily Divorced (episode “Two Guys, a Girl and a Pizza
Place”—213);
f. The Simpsons (episodes “22 Short Films about
Springfield”—3F18; “All about Lisa”—KABF13; “The
Computer Wore Menace Shoes”—CABF02; “Homer’s
Triple Bypass”—9F09; “The Italian Bob”—HABF02; “Kiss
Kiss Bang Bangalore”—HABF10; “The Last of the Red Hat
Mamas”—GABF22; “Lisa vs. Malibu Stacy”—1F12;
76 Chapter Four
The criteria for corpus selection are linked to the genre of the
audiovisual scripts, the type of humour employed, the features of the
implied receivers and the presence of diatopic/diastratic varieties in the
Italian translations. With regards to genre, both animated and live action
shows respect the conventional features of sitcoms (situation comedies)—
dealing with the adventures of fixed families or group of friends within
fixed contexts—and develop the humorous discourse on the improbability
of the plots, or the exaggerated representations of characters. For example,
consider the unconventional relationships between parents and children in
The Simpsons, or the presence of talking dogs or babies in Family Guy; the
emblematic schematic representations of the intelligent, “nerdy” post-
graduates and their neighbour—a less educated but more worldly-wise
waitress who aspires to become an actress—in The Big Bang Theory; or
the cognitive clash provoked by having female characters speaking with
male voices in Bob’s Burgers (2011-present). Furthermore, the selected
texts also resort to the conventional, cognitive and linguistic strategies of
humorous construction to depict clumsy or bullying characters, or to mock
foreigners and social outsiders. The analysis will compare the original and
translated versions in order to identify the features of “ideological
modification”, generally exemplified in the selected corpus by the use of
Central- and Southern-Italy diatopic/diastratic varieties, even when the
represented participants are clearly depicted as non-Italian (e.g., Indian)
characters, or when the adoption of the varieties seems to be arbitrary, in
cartoons such as The Simpsons, Family Guy or Futurama (cf. Chapter 5
below). As for video games, humorous discourse resorts to a multimodal
and intertextual actualisation of the conventional theories introduced
The Interactive Model, Method and Corpus 77
4.5 Conclusions
The Interactive Model adopts a process-based, functional investigation
of AVT so as to provide translators with specific types of competences
concerning the rules of linguistic and extralinguistic construction, the
interaction between language and culture, as well as the multimodal
actualisation of the socio-cultural and cognitive constructs affecting the
source meanings. Furthermore, its application pursues a pragmalinguistic
type of equivalence originated from the mediation between the respect for
textual evidence and the translators’ creative contributions, in order to
78 Chapter Four
and English, with some invented words (see extract (37), p. 119)—is a
source for slapstick humour. On the other hand, when foreigners are not
involved, the humour is often found in unexpected turn-taking systems or
sequences of “moves” (Sinclair and Coulthard 1975; Burton 1980) in the
conversational patterns, as well as in the socio-culturally shared schemata
activated by professional figures such as doctors, or police officers.
Whereas the former are expected to use specialised terminology, and the
latter are expected to adopt a high status towards suspects when taking the
floor, such expectations are systematically subverted by the analysed
interactions. As for the Italian versions, though generally respecting the
original conversation patterns, the retextualisation processes exemplify
ideological associations between the represented participants’ attitudes and
their diatopic/diastratic varieties, reminding one of the lexico-semantic and
structural modifications in game localisation (see Section 1.4 above),
which produces an effect for the target audience which is not deemed
equivalent from the pragmalinguistic perspective, since it originates from
the translators’ deliberate changes to the original scripts, so as to suit the
cognitive constructs that the translation process entails.
the Neapolitan variety implies a link between the target audience and their
socio-cultural background and therefore it provides specific, geographically-
based disparaging representations integrated by the linguistic modifications.
The representations are here defined “disparaging” since characters have
low-status, and are generally the butts of jokes aimed at marking their low
schooling, their mispronunciations. For example, in episode TS-GABF22,
Milhouse teaches Lisa some Italian, as he used to spend his summer
holidays to his grandmother’s house in Tuscany. During one of the lessons
in Springfield’s Little Italy, they meet Luigi, who communicates his
inability to speak Standard Italian ((9): extract from 00:11:30 – 00:11:54):
he says, “Pi over four radians of pizza” (ll. 1-2), instead of the more
common word “slice”. Panucci’s reaction therefore marks a communicative
failure due to Josh’s utterance and when the former asks for clarifications,
the latter “popularises” the original notion, with a pleased giggling.
The Italian script does not respect the original pragmalinguistic
features, as the translation of Josh’s request—“angolo a 90 gradi” (ll. 3-
4)—does not entail the original communicative features, and what is more,
“90-degree angle” actually does not mean “Pi over four radians”, which
stands for “45-degree angle”. Despite this mistranslation, the Italian choice
exemplifies that target versions are modelled according to the cognitive
construct of the implied audience of cartoons, which in the analysed
extract has led to a simplification of the original utterance, eventually not
conveying an equivalent text or effect for the target receivers. This
ideological modification is identified during the lexical and syntactic
levels of the multimodal, critical analysis, since due to the
diatopic/diastratic varieties in target characterisations, Panucci sounds like
a less educated character resorting to diastratically-marked syntactic and
lexical features such as “nu” replacing the standard “un”, ‘a’ (l. 6), or “che
d’è?”, replacing “che cos’è?”, ‘what is that?’ (l. 5). As a result, whereas
Josh’s original mocking laughter only aims to highlight his snobbish
attitude towards non-specialists—like Sheldon from The Big Bang
Theory—the target version of his laughter may also be interpreted as a
humorous reaction towards the Italian man resorting to Napoletano to talk
to him.
Besides examples (9) and (10), there are two more characters, with
whom the adoption of the Neapolitan accent accompanies the original
breach of the shared schemata, thus allowing the identification of the
ideological connection between the selected language variety and the
resulting characterisations. Indeed, both Chief Wiggum and Dr Nick, from
The Simpsons—the former a clumsy police officer and the latter a less-
experienced doctor—satirise the socio-cultural expectations activated by
their jobs, for they are supposed to show professionalism, expertise and—
Dr Nick in particular—use of appropriate, specialised register, belonging
to a community of specialists (cf. Gotti 2005). Instead, the latter reveals
himself as a clumsy doctor (e.g., in (12)) unable to even master the
medical “jargon” (Turner 1980). Additionally, the choice in the Italian
version to have him speak Neapolitan accent is considered not consistent
with his Hispanic origins in the source script, thus revealing the
ideological inclusion of Southern diatopic and diastratic varieties when
source characters are interpreted as less-experienced and less capable.
Analysis of Films and TV Series 85
The association between the speakers and Siciliano is arbitrary and out
of context, since it does not reproduce the contrast between the Robot
Mafia and the presiding judges—at least the first one, who is indeed
assassinated (Me-CSR). Instead, by resorting to that diatopic/diastratic
variety for both robots, the humorous intent of alternating a judge against
Donbot and one in his favour is lost. Furthermore, from the phonological
and lexical perspectives, modifications are included to render the diatopic
non-equivalent representations more credible, such as the exclamation
“aah!” (l. 24) closing Judge 724’s lines, and the way Judge 723
pronounces “permetterò” (l. 7), where the initial occlusive voiceless sound
/p/ is replaced by its voiced correspondent /b/. Besides the acoustic and
structural features, there is another characteristic that does not create an
equivalent script for the Italian audience: according to the lexical and
syntactic levels of the MuCrAS phase, Judge 724’s language displays the
typical features of legal discourse, such as redundancy (Gotti 2005: 50-
53)—“to tolerate several if not all forms of intimidation” (ll. 18-21)—
contributing to the construction of a comic effect based on the contrast
between the solemnity of the register and the content of the message.
These aspects are not rendered into Italian, where the original utterance is
only simplified as “ogni forma di intimidazione” (‘all forms of
intimidation’, ll. 21-23), probably to cope with the quantity-synch
constraint (Herbst 1996) in order to include the final exclamation, which
does indeed mark the judge as in collusion with the Robot Mafia through
shared geographical- and socio-cultural based connections.
Siciliano is also adopted in some episodes of The Simpsons for the
translation of Italian characters, and it is again possible to define the
adoption of the variety as a sort of laughter-trigger based on stereotypical,
socio-cultural conventions. Extracts (16)-(18) below indicate the ideological
modifications ranging from the production of a disparaging representation
of Southern people to the conventional association—“particularly evident
during the sixties and seventies” (Hart 2007: 219, but see also Consigli
Analysis of Films and TV Series 93
1988; Rossi 2007)—between Siciliano and the Mafia. When Lisa needs to
learn Italian in episode TS-GABF22, a particular solution is needed to
render the source script in an equivalent way, and in the target version she
ends up learning Siciliano. This decision actually leads to modifications to
the subplot concerning the lessons that she follows, turning the original
references to Italian culture into a confused mixture between Mafia (which
is nonetheless present in the original plot—at least as far as the following
extract is concerned) and Italian history. Firstly, Lisa resorts to the
audiocassette entitled Italian for Italian-Americans (showed with bullet
holes on the cover), which she discards after the first listening ((16),
00:06:21 – 00:06:27):
The above scene has undergone a similar process to the one adopted
for the translation of Chief Wiggum’s utterances (cf. extract (13) above,
pp. 87-88). Yet, this time the lexical and phonological features tend
towards the dialect, probably to justify Lisa’s translation into Italian of the
first lines from the cassette (ll. 8-11). Both source and target versions
present deviations from the Standard pronunciation, but they are
respectively linked to the poor quality of the translation from English into
Italian and to the aim to reproduce a truthful pronunciation into Siciliano.
For example, the source version displays the variation of “chisto” (l. 13)
and “Chesto” (l. 21) for “questo”, ‘this’, but also a non-conventional
morpho-syntactic structure in ll. 21-23: “Chesto è chello [= quello] che
prendi per fare domande” lacks the correct temporal relations between the
main and dependent clauses, for the infinite “fare domande”, ‘to ask
questions’ should have been replaced by “per aver fatto domande”, ‘for
asking questions’. As for the Italian translation, to be consistent with the
decision of having a mix between references to Mafia and Italian Ancient
History, the cassette content has been completely modified and distorted,
mentioning a hypothetic lesson about Julius Caesar’s assassination, held
by an impatient teacher.29
If the adoption of Siciliano may be justified in extract (16) because of
Italian-Americans’ stereotypical representations, the following example
may be compared to (15) above in presenting an inappropriate selection of
diatopic and diastratic varieties. After abandoning the audiocassettes, Lisa
is taught Italian by Milhouse, who used to spend his summers in Italy with
his grandmother, Sofia. The target-version choice of Siciliano is
completely arbitrary and again forcedly justified by a twist in the Italian
script, as Milhouse introduces his relative as a Sicilian woman living in
Tuscany, whereas in the English version she only lives in Tuscany ((17),
00:09:44 – 00:10:07):
modifications to the source script (see section 5.2 below) show how the
analysed strategies are rooted in Italian audiovisual translation, seemingly
being influenced by the cognitive construct of implied audience. Consider
extracts (19) and (20) below, respectively where Pinhead (speaking
Siciliano) starts chasing Stan and his friends and threatens the group once
he finds them ((19), 00:07:20 – 00:07:34; (20), 00:38:51 – 00:39:02):
Both extracts show that the film has undergone a typical process of
domestication, due to which the monsters’ original features have been
twisted, together with their original illocutionary and perlocutionary
dimensions. Indeed, alternative, peculiar cues or exclamations are added—
such as “picciotti” (l. 4) in extract (20). Like the modifications already
analysed while detailing the translation strategies for Chief Wiggum or
Milhouse’s grandmother, such additions are modelled so as to suit the
translators’ cognitive representations of the original characters, achieved
by means of arbitrary additions of lines that are not present in the source
98 Chapter Five
script (e.g., “che minchia è” in (20)), thereby aiming to make the target
characterisations more credible. It is actually argued that such a translation
strategy produces instead pragmatically inappropriate, non-natural
representations and a shift in the construction of the humorous effect. It is
possible to delineate the mediated-cognitive representation activated by
the inclusion of Siciliano—(20e)-(20k)—and the differences from the
original illocutionary dimension—(20a)-(20d):
Also an analysis of how Calabrese has been adopted for the translation
of humorous audiovisual texts has revealed the reiteration of the
ideological and stereotypical conventions. It is now time to enquire into
the last of the Southern diatopic and diastratic varieties identified in the
analysed corpus of audiovisual texts: Barese, spoken in the city Bari
(Apulia) and its surrounding area.
Analysis of Films and TV Series 103
The humorous effect lies in the contrast between what Tomak and
Bellgarde say, what they mean and their attitude, as they show self
confidence despite the fact that their language reveals that they do not
master English yet. It is for this reason that the source script includes
utterances such as “bunch of partying” (ll. 17-18) or “one of my audience
requests” (ll. 21-23). The Italian version has caught the illocutionary
intent, but the latter has been adapted by resorting to Barese, producing
again an ideological modification by means of the reference to a specific
group of people, which proves inappropriate also due to Tomak’s and
Bellgarde’s appearance. In particular—from the perspective of the
MuCrAS phase—as the target version includes lexical and structural
deviations such as “stallo” [‘stalemate’] instead of sballo [‘hoot’],
“talloni” [‘heels’] instead of galloni [‘gallons’] and “speziale”
[‘apothecary’] instead of ospedale [‘hospital’], the selection of Barese
seems arbitrary, even though the peculiar phonological deviations like
“chevolo” standing for cavolo [‘geez’] are suggested by this choice.
Tomak’s and Bellgarde’s language, actually, seems to satirise what
could be defined as an endonormative English lingua-franca variation
(ELF) used by non-native speakers (Seidlhofer 2011: 7), for the scripts
Analysis of Films and TV Series 105
provided from the original plots—already seen in (17) and (23) above,
where an old Tuscan woman speaks with a Sicilian accent, or Indian
workers use the Calabrese diatopic/diastratic variety.
In episode TS-HABF02, the Simpsons go to Italy to collect Mr Burns’s
new car—a “Lamborgotti”—but they are forced to stop in the town of
“Salsiccia” to have it repaired. Both nouns actually denote the American
power distance towards Italian receivers, as the former mocks the car
brand “Lamborghini”, whereas the latter is an invented town that implies
the stereotypical link between Italy and food, “salsiccia” meaning
‘sausage’. When the family meets the car dealer ((26), 00:03:50 –
00:03:53), the man speaks with a Northern accent that brings to mind the
conventional, iconic character of a rich man appearing in Italian comic
movies such as Vacanze di Natale (Carlo Vanzina, 1983) or Yuppies – I
giovani di successo (Carlo Vanzina, 1986), generally played by comedian
Guido Danieli, invariably dressed in suit and tie (indeed like the car dealer
from the episode) and schematically opposed to Central/Southern people,
contributing to the inclusion/exclusion dimension conveyed by the use of
Italian regionalisms (Dickie 1999; Ferrari 2010):
any tasks, reading instead adult magazines. As for his translation, the
Italian version exploits the acoustic dimension to support the cognitive
clash behind the humorous effect by selecting a similar, Northern
diastratic variety stereotypically indicating him as a janitor that speaks in
the same way that rich characters are conventionally represented. Consider
extract (27) from episode F-7ACV04, where he explains his duties during
an inspection of the “Planet Express”, the delivery company the main
characters work for (00:01:19 – 00:01:27):
Homer and an old woman, when the family arrives to “Salsiccia” (extract
from 00:05:52 – 00:06:20):
Like Scruffy or the car dealer, the woman in the Italian script (28) only
uses the Fiorentino variety, carefully reproducing its peculiar features such
as the repetition of the second person pronoun “tu” as “Te tu” (l. 6).
Besides this linguistic choice, the target script is equivalent to the source
one, confirming that two main strategies seem to be adopted according to
the varieties included. In other words, the humorous effect lies on Homer’s
characterisation as a dim-witted man who asks an old woman whether she
knows how to fix sports cars (Me-CSR); on the other hand, in the previous
extracts where Southern varieties were adopted, humour deriving from the
original puns and jokes was integrated with the use of diatopically- and
diastratically-marked sentences and expressions contributing to the
production of easily accessible, disparaging representations (Consigli
1988; Rappoport 2005).
The examples analysed have illustrated the adoption of diatopic and
diastratic varieties in target texts that contain arbitrary contributions from
the translators (or the commissioners) with the intent of triggering
reactions that are tailored to their receivers. Yet, some questions are raised
about the level of equivalence between the source and target scripts, the
limits of the translator’s freedom, and the influence of ideology and target-
culture cognitive schemata in the definition of the adapted jokes and the
implied receivers’ features. Similar questions are nonetheless raised by the
Analysis of Films and TV Series 109
Extracts (29) and (30) above again exemplify the Italian strategy of
modifying the original scripts so as to achieve peculiar effects for target
receivers. This intent has been highlighted in the backtranslation by
preserving the deviations from the standard uses, here considered as
examples of ideological modification, as resulting from a target-culture
based, precise choice that produces a different characterisation of Stacy
Lovell. In fact, she is no longer an elegant, educated rich woman, but she
speaks with a Sicilian accent, displaying less “feminine”, more vulgar
behaviour. For example, Stacy’s last lines in (30) arbitrarily include an
insult that could be literally rendered as “Go and say ‘missy’ to your
sister!” and which is not present in the source text. The latter modification
in particular—which nonetheless may be interpreted as a way of opposing
the Italian stereotypical representation of Sicilian female characters (cf.
Hart 2007: 224), generally portrayed “as sensual or as homely” (ibidem)—
is both ideological and multimodal. In fact, on the one hand, it reproduces
a cognitive contrast between Stacy’s expected and actual attitudes by
means of an upset reaction that is not consistent with her original
characterisation. On the other hand, the addition—which only aims to
make explicit the presence of Leo Gullotta as a guest dubbing actor—is
112 Chapter Five
allowed for by the fact that Stacy has her back to the camera, thus
permitting the inclusion of the new lines.
Finally, local expressions are also added near the end of the episode
(00:20:39 – 00:20:43). The new doll—“Lisa Lionheart”—is less
successful than Malibu Stacy’s new version (actually having only a new
hat). Anyway, a little girl does choose Lisa’s creation, so Stacy Lovell
congratulates the little girl, uttering again two different encouraging lines,
according to the analysed version. The addition of the utterance “gioia del
mio cuori” in the target script, for example, is another way of highlighting
the presence of the actor who plays Stacy, and it contains a phonological
deviation in “cuori”, which is pronounced with the final “i” instead of the
final “e” (“cuore”, ‘heart’) out of context and unnatural if related to the
original, intended representation of the woman.
The strategy of having male actors play female roles is also included in
the cartoon Bob’s Burgers, about the adventures of Bob Belcher, his wife
Linda and their children, Tina, Gene and Louise. Linda and Tina are
played by male actors in both source and target versions, and the choice
indeed leads to a humorous effect based on the clash between their
expected features (from Linda depicted as a housewife devoted to her
family, to Tina as a typical teenager) and unexpected realisations by means
of their voices. From this perspective, the cartoon’s characterisations may
remind one of the play Cloud Nine, by Caryl Churchill, where women’s
stereotypes produced by male cultures are represented by male actors. As
for the Italian version, Linda’s role in particular shows some additions—
mainly from the phonological perspective—that accompany the original
tendency to improvise songs, and which actually provide an equivalent,
exaggerated representation of the woman, who has a particular voice and a
peculiar pronunciation of specific consonants and vowels, as respectively
exemplified by extracts (31) (BB-2ASA19, 00:13:55 – 00:14:04) and (32)
(BB-2ASA15, 00:00:25 – 00:00:30) below:
10 venire le eyes.”
lacrime agli
occhi.”
Source script
(33a) Penny: “I’m sorry?”.
(33b) (33a) ||- Penny does not know Semiotics.
Analysis of Films and TV Series 115
Target script
(33c) Penny: “Non faccio giardinaggio [‘I don’t do
gardening’].”
(33d) (33c) ||- does not know Semiotics.
What is more (target-script ideological modification):
(33e) (33c) +> Penny thinks Semiotics is connected to
gardening, due to the association between the letters
“semi” in “semiotica”, ‘Semiotics’, and the word “semi”,
‘seeds’.
Source script
(34a) Howard: “[…] maybe you’d like to hear my heart skip a
beat.”
(34b) Woman: “No, thanks.”
(34c) Howard: “[…] seriously, […] I have transient idiopathic
arrhythmia.”
(34d) (34a) +> Howard is trying to know the girl.
(34e) (34b) +> the woman does not want to know Howard.
(34f) Due to (34c), (34a) >> Howard has a medical condition
that justifies his request.
(34g) Me-CSR: “Howard’s approach fails and he tries to
justify his request”.
Target script
(34h) Howard: “[…] ausculteresti il mio cuore che salta un
battito? [‘would you auscultate my heart skipping a
beat?’]”.
(34i) Woman: “No, grazie [‘No, thanks’]”.
(34j) Howard: “[…] io ausculterò il tuo canyon [‘I will
auscultate your canyon’]”.
(34k) (34h) +> Howard is trying to know the girl.
(34l) (34i) +> the woman does not want to know Howard.
(34m) Due to (34j), (34a) >> Howard only likes the woman’s
body.
(34n) Me-CSR: “Howard’s approach fails, but he still aims at
watching the woman’s body” [ideological modification].
precise question, about a specific part of her body ((35), extract from
00:23:08 – 00:23:38):
5.4 Conclusions
The investigation of the inclusion of diatopic and diastratic varieties in
the Italian translations of the selected films and TV series has revealed the
prevalence of the socio-cultural, stereotypical interpretations of the source
scripts in order to produce pragmatically-inappropriate representations
based on the adoption of the Southern-Italian language varieties for
clumsy, lazy or less-educated characters, as opposed to the selection of
Northern varieties for a different group of people, generally linked to well-
paid professions or sophisticated attitudes.
As for the production of pragmalinguistic misrepresentations—
particularly of female characters—the analysis of the target versions has
identified the respect for the implied receivers’ expectations by modifying
the lexico-semantic and structural features of the source scripts, together
Analysis of Films and TV Series 123
eventually revealed as Zidane’s boss, Baku, who speaks Siciliano for the
Italian audience:
Extract (42) shares features with the audiocassette Lisa Simpson uses
to learn Italian (cf. extract (16), p. 93), since Siciliano is associated to a
character—Baku (named Kalò in the Italian version)—who acts bossy, and
whose lines display those lexical deviations from standard rules that
reproduce the diatopically-marked pronunciation in written form, such as
the verb “permettete” (‘to dare’) written as “pemmettete” (l. 5), where the
double “m” replaces the standard spelling. Also in this case the structural
and lexical types of equivalence are discarded, in favour of a top-down
retextualisation of the original utterances, where the translators’
interpretations based on their schematic representations (Guido 1999a) are
preferred. It may be surmised that besides characterising Baku as a bossy
figure, the selection of Siciliano eventually creates an ideological,
diatopically-marked connection. In fact, in a wiki website on the video
game it is possible to read that “[i]n the Italian translation [… Kalò]
speaks with a Sicilian dialect, similar to a Mafia boss”.37 The latter
statement confirms what is here supposed, i.e., that the adoption of
specific diatopic and diastratic varieties actualises the ideological,
schematic associations that affect the production and reception of target
versions. In fact, their interpretation prompts specific effects, provided that
receivers share the translators’ linguacultural background, which is
required for the activation of specific cognitive processes.
Another language variety adopted in the Italian version is the less-
commonly used Sardo (spoken in Sardinia), which appears in The
Simpsons for the character of the Groundskeeper Willie—indeed a Scot
turned into a Sardinian. In FFIX, Sardo is spoken by the members of the
Nero Family—Zenero, Benero and Genero—who are called as Puddu,
Poddu and Paddu, according to stereotypical, distorted features of the
selected variety, such as the presence of doubled consonants. By way of
132 Chapter Six
example, consider the interaction (43) below, from the event called “Long
Time No See” in disc three:
the verb “to be”, and which reproduces the humorous construction of the
diatopic/diastratic variety from Sardinia when adopted in Italian comic
films and TV shows (such as, for example, those of the group of Italian
comedians called “Il Bagaglino”, where similar characteristics are
identified in the imitation of former Italian President Francesco Cossiga,
from Sardinia).38 Even though the conversation pattern is generally
respected, the interaction ends with a different reaction from Benero
according to which version is being examined. In fact, the exclamation
“Tell us!” (l. 22) is turned into a question, and despite the fact that the
illocutionary level (i.e., to encourage Genero to speak) is preserved, the
humorous discourse is developed on the lexical and structural deviations
typical of the Sardo variety adopted for comic purposes, such as the
repetition of the word “quando” (‘when’, ll. 22-23), to imitate the previous
question “E dovve, dovve?” (‘And wherre, wherre?’, ll. 20-21). The
comparison between scripts also reveals that sometimes lines are invented
(cf. ll. 10-12; 18-19) to allow the inclusion of the diastratically and
diatopically marked alternative versions, providing utterances that do not
share the denotative dimension with the original ones. For example,
“Cossa hai fatto tutto questo temppo?” (ll. 10-12) can be seen as an
arbitrary and unnecessary modification that does not convey Benero and
Genero’s concern.
Actually, even preserving the use of Sardo, a more equivalent
version—at least from the lexical and syntactic perspectives—could have
been produced by having Benero utter, “Preoccupatti ci siammo”
[‘Worriedd we werre’]. That would provide both lexical and syntactical
types of equivalence to the source text, while keeping the stereotypical
features of the humorous adoption of the language variety, doubling the
“t” and “m” respectively in “Preoccupatti” (instead of “preoccupati”) and
“siammo” (instead of “siamo”). Besides FFIX, Romanesco and
Napoletano are included in other translations, whose analyses denote
analogous retextualisations with the intent of creating target versions for
younger receivers.
the variety is selected for the translation of the Monty Moles, a group of
talking moles serving the main enemy, Bowser. In the interaction (44)
below, they are excavating a tunnel to help their leader kidnap the
princess:
who debate the topic in dedicated online forums have not reached a shared
conclusion yet.39
By means of the multimodal, critical analysis, it is possible to identify
the lexical and morpho-syntactic deviations from the Standard uses that
characterise O’Chunks’s language. For example, consider the vowel
reduction when uttering “me” (l. 14) instead of “my”, the particular,
maybe dialect, forms of “you”—“yeh” (l. 6) and “to”—“teh” (l. 4), as well
as the two different pronunciations of “himself” and “have”, respectively
“hisself” (l. 20) and “’ave” (l. 2). Furthermore, examples of lexical
creativity are also identified, for example in “Blecky-boy” (l. 22), a
diminutive used to refer to his leader, Count Bleck. If, on the other hand,
Pugnazzo’s utterances are examined, it is possible to realise that the
original mix between adult-like and child-like features is modified,
actually leaning towards the latter, as exemplified by the rhyme between
“Pugnazzo” and “strapazzo” (‘mistreat’, ll. 13-16), where the verb
“strapazzare” softens the violent action of “beating someone up”. Finally,
the original mispronunciation is rendered by the words “braciole”
(‘chops’) and “briciole” (‘crumbs’, ll. 28-30) and once more it leads to the
construction of a childish humour that modifies the speaker’s violent
characterisation by resorting to the semantic field of food, whereas the
source script is based on that of fight, by mentioning “damage” (l. 30). As
with FFIX, some names have been adapted for the target receivers: for
example, also “Pugnazzo” involves a pun as in the original counterpart,
but whereas “O’Chunks” refers to the character’s physical representation,
the transcreative name entails the word “pugni”, ‘punches’, modified by a
derogatory suffix in Romanesco, “–azzo”. It thus prepares the ground for
the ideological and schematic link provided by his socio-cultural and
linguistic characterisations. However, it is important to underline that
some of the recent video games show a different translation strategy,
according to which diatopic and diastratic language varieties are not
adopted (see Section 6.3 below).
So far, the analyses have exemplified the exploitation of the
conventional audiovisual translation strategies to achieve certain imagined
reactions on the part of the receivers, modelling the cognitive construct of
the implied audience on the “TV viewers” schema, who are expected to
listen to Italian dialects or diatopic and diastratic varieties when scripts
have to prompt humorous effects. Furthermore, the retextualisations do not
affect the lexical and structural features alone, as they also produce
pragmalinguistic misrepresentations of female characters, or
misinterpretations of the illocutionary and perlocutionary dimensions in
138 Chapter Six
The original linguistic features interact with the audiovisual ones, for
the multimodal actualisation of Zed’s lines allows the identification of the
denotative and connotative dimensions. In fact, the verb “to jizz” is a slang
term for male ejaculation during a sexual act, which here seems to be used
to refer to the “ejaculation” of blood caused by being slashed by Juliet’s
140 Chapter Six
Source script
(46a) Zed: “I just jizzed a little.”
(46b) (46a) +> Zed is not severely injured by Juliet’s
chainsaw.
(46c) (46a) >> Zed is trivial and violent, and is excited by
pain.
(46d) (46a) ||- Zed has an orgasm.
Target script
(46e) Zed: “Mi hai solo fatto il solletico [‘You just tickled
me’]”.
(46f) (46e) +> Zed is not severely injured by Juliet’s
chainsaw.
(46g) (46e) >> Zed is trivial and violent.
(46h) The original entailment (46d) is not preserved.
The target script softens the connotative dimension and the sexual
reference by modifying the last part of what Zed says, with the inclusion
of the expression “fare il solletico” (‘to tickle’). At the same time, it
provides a lower level of multimodal coherence and cohesion, for the
focus is on the fact that the zombie was not severely injured by Juliet’s
chainsaw, but it lacks the connotative link to the blood in the scene.
Instead, the denotative dimension is respected, since both versions present
a challenging move (cf. Guido 2012: 108), with a similar logical content
and characterised by an elicitation act followed by an informative one (cf.
Guido 2012: 105-107). An alternative Italian translation of extract (46)
will be proposed in Section 7.4 below, to exemplify the application of the
phase of multimodal critical retextualisation in order to produce a
pragmalinguistic equivalent, accounting for the several dimensions that
interact in the source-text construction.
Humour in LC is also to be found in the references to famous people in
the English-speaking world or to other video games, selected for the
expected and experienced audience. Also in those cases, the Italian version
entails a different cognitive construct of implied receivers, showing
incongruities in the adaptation of the references, sometimes missing the
intertextual links. For example, in extracts (47) and (48) below, Juliet
respectively mentions the brand Birkenstock and Prof. Stephen Hawking
to convey disparaging representations of the “hippie zombie” Mariska and
Josey, the “funky zombie”. The latter kidnaps Juliet’s sister, Rosalind, and
Analysis of Video-game Scripts 141
his scenes are set in an amusement arcade, the “Fulci Fun Center”, with
dance music from the ’70s and psychedelic colours:
Verbs such as “level up” (l. 3 in (49)), or nouns like “coins” (l. 3 in
(50)) directly recall classic video games, as justified by the year “1983” in
Josey’s turn (l. 7). In fact, the notion of “levelling up” refers to the
characters’ growth generally associated with role-playing video games,
according to which the more enemies that are defeated and the more quests
Analysis of Video-game Scripts 143
that are completed, the more experience points are gained to improve the
powers of the player in the game. Secondly, by mentioning “coins” Juliet
explicitly refers to amusement arcades where the earliest games could be
played only by inserting money. Furthermore, “party […] like it’s 1983”
(ll. 4-7) may refer to the line “[…] tonight I’m gonna party like it’s 1999”
from the 1982-song 1999, by Prince. For these reasons (MuCrAS phase),
the Italian version should preserve the year, since its omission definitely
conveys a different pragmalinguistic representation, also considering that
the original references in (49) and (50) could be identified and enjoyed
also by the Italian experienced players. A different translation of (49) will
be proposed and commented in Section 7.4, but an alternative lexical
choice for the rendering of (50) is here discussed: the noun “fortuna”
(‘luck’) referring to the original “coins” could have been replaced by
selecting “gettoni”, the lexical correspondent to the original term, thus
having “Sembri rimasto senza gettoni [‘It looks like you’re out of coins’]”,
which would also result appropriate to the audiovisual context of the stage
and its intertextual dimension.
Sometimes, the different pragmalinguistic misrepresentations are
affected by the translators’ re-interpretations of the original characters, as
happens in Ni No Kuni for the translation of Drippy, the fairy that
accompanies the protagonist, Oliver. Firstly, it is worth underlining that
the character himself exemplifies the cognitive features of the humorous
discourse in video games. In fact, though being considered as a fairy,
Drippy is a male character, and this creates an “expected/unexpected”
clash. What is more, the conflicting association between counterfactual
and factual characteristics is also actualised by the fairy’s language. In the
Japanese version, the character resorts to the Osaka dialect, which is
“assigned to money-oriented, funny” (Hiramoto 2010: 237), chatty, food-
loving, unsophisticated characters (cf. Carroll 2013); in the English
version, the choice of the Welsh accent preserves his role of comic relief
as well as his main features of a talkative creature; finally, the Italian script
opts for the diatopic/diastratic variety from Rome and its area, which still
defines Drippy as a humorous and chatty character, though his
characterisation becomes nonetheless inclined towards the being clumsy.
This alternative description is confirmed by the inclusion of jokes that do
not exist in the English version and which are aimed to suit the traits that
are lingua-culturally suggested by Romanesco. The fairy’s name itself
entails transcreative processes: both the English “Drippy” and the Italian
“Lucciconio” refer to an episode of his life, when he overcomes his fear of
darkness by wearing a lantern on his nose. Even though the fairy’s names
deictically refer to his act of crying while in the dark, the English one is
144 Chapter Six
connected to the tears dripping, the Italian “Lucciconio” recalls instead his
diatopic and diastratic characterisation, as “lucciconi” is a term used in
Romanesco to indicate tears.
An example of the additions of new jokes and diatopically-marked
lines is in Drippy’s comment to the secondary mission (called “errand”)
number 47, included in extract (51) below. A boy asks Oliver to find his
talking birds, which are all over the fictitious town of Al-Mamoon. When
the mission is accomplished, Drippy comments on their success:41
Also in (52) Drippy’s lines are transcreated into Italian by adding new
lines (ll. 10-14) that retextualise a notion that the English script
communicates by means of a single adjective (“Gorgeous”, l. 7). In
particular, Drippy’s explanation “Quando l’addenti […] fochi d’artificio”
suits the translators’ interpretation of the fairy as a clumsy, talkative
creature, and at the same time it entails the translators’ contributions in
retextualising source script. A supporting move at the end of Lucciconio’s
turn is in fact created, transforming the notion expressed by the English
adjective (l. 7) into a more explicit and accessible way for target receivers.
Yet, since the alternative script has to respect the time interval of Drippy’s
acting, the three-line subtitles cause problems connected to the temporal
limits, because they have to be read in a short interval, and also because it
may not be as easy for all Italian receivers, unfamiliar with the specific
diatopic and diastratic variety, to read long subtitles in Romanesco.
Lollipop Chainsaw and Ni No Kuni have been included in the selected
corpus of video-game scripts to exemplify the pragmalinguistic
misrepresentations conveyed by the Italian translations when source texts
are analysed without valid background knowledge in terms of similar text
types and of the characteristics of most of video-game receivers, which
would allow the identification of the intertextual references in the scripts,
and the interpretation of the influence of the audiovisual construction in
the conveyance of the semantic dimensions. Actually, alternative
translation choices are employed in some video games, meaning that
different types of equivalent versions are already available, as proved by
the following section. A small detour is nonetheless now needed: the
investigation of the scripts in the following sections is important to detail
the coexistence of different methods and strategies in game localisation,
but the selected examples do not pursue the triggering of humorous
responses.
Analysis of Video-game Scripts 147
Both source and target scripts present specific linguistic features that
interact with Mordin’s visual representation as an alien, to convey his non-
native-speaker status. The definition of “non-native speaker” is here
developed and adapted according to the characteristics of the video games
under analysis. Since a distinction is made between human beings and
counterfactual characters, and since the former speak Standard English, it
is claimed that the aliens and counterfactual characters may be collected
under the label of “non-native speakers”. This distinction is at the basis of
the linguistic analysis of the selected scripts, and it further justifies the
consideration of such language variations as scripted forms of lingua
franca. As has been already clarified, the adjective “scripted” entails that
the interactions are not real, though they are constructed respecting
Analysis of Video-game Scripts 149
forti, [ma] tu [sei] piú forte”, with the inclusion of the verb “to be”
(“siamo” and “sei”) and the adversative adjective “ma”.
It is finally worth noting that the status of scripted lingua-franca
variation is confirmed by the fact that non-native speakers do not omit
those elements that they consider relevant to convey their illocutionary
dimensions, despite the incomplete syntactic structure, whereas native
participants succeed in inferring the formers’ intent by cognitively filling
the textual gaps, thus avoiding communicative breakdowns (cf. Seidlhofer
2011: 17-19; Mauranen 2012: 167; MacKenzie 2013: 49). Furthermore,
the selection of a scripted Italian lingua-franca variation does not produce
pragmalinguistic misrepresentations, but instead it allows players to
identify themselves with the native speakers, sharing their cooperative
attitudes. An objective that would not have been achieved by using
diatopic and diastratic varieties, since their inclusion would have led to a
disrespect of the original illocutionary and perlocutionary dimensions, and
to the production of non-equivalent target versions.
6.4 Conclusions
The analysis of the selected corpus of English and Italian video-game
scripts has exemplified the incoherent, mixed strategies for the production
of target versions of text types that are generally directed at a specific type
of audience, already familiar with their genres or the conventional features
of specific series. It is therefore important not to simply reiterate the
conventional strategies of the audiovisual translation of films, cartoons and
sitcoms, in order to render the original illocutionary and perlocutionary
dimensions in equivalent ways. In fact, the inclusion of diatopic and
diastratic varieties provides alternative characterisations by means of new
conversation moves and acts that suit the implied audience’s expectations,
creating a different, mostly childish, humour that replaces the original
construction, as well as incongruous or disparaging representations due to
the ideological modifications allowed by the great level of freedom given
by transcreative strategies. The translators’ retextualisations might also
originate pragmalinguistic misrepresentations—as in Lollipop Chainsaw
and Ni No Kuni—since the target versions do not include the original
intertextual references contributing to the multimodal construction of
source texts. Finally, this chapter has also enquired into the alternative
translation strategies from Mass Effect 2, Mass Effect 3 and Skyrim, which
respect the original linguistic construction. In particular, the types of
English language adopted by some counterfactual characters have been
defined as scripted lingua-franca variations, in order to account for the
Analysis of Video-game Scripts 153
ALTERNATIVE TRANSLATIONS
AND AUDIENCE RECEPTION
This chapter deals with the adoption of the Interactive Model for the
production of the alternative translations of a selected group of the
previously analysed extracts. Sections 7.1-7.6 explore the lexico-semantic,
structural and functional features of the new target versions. The latter
result from the interaction between the critical multimodal analysis of the
source texts and their top-down retextualisations, and aim at rendering the
original semantic and pragmatic dimensions accessible to the target
receivers. In particular, the use of diatopic and diastratic language varieties
is accompanied by the construction of scripted Italian lingua-franca
variations, as well as by the respect for the original intertextual references.
Finally, section 7.6.2 analyses the results of a questionnaire on the
empirical audience’s reception of both the official and alternative
translations of the examined interaction between Zidane, Quina and Quale,
from Final Fantasy IX.
Lois resorts to the metaphor of an Italian man going to the doctor ((56),
00:05:56 – 00:06:08). In the cutaway gag that follows, the former man is
dressed in a white under shirt, according to a conventional, disparaging
visual representation of Italian male characters at home, also identified in
Panucci from Futurama (see Section 5.1.1 above):
(56a) Alternative
English script script Backtranslation
Lois: “This is a life- “È una scelta “This is a life-
altering choice! che ti cambia la altering thing!
Yeah, you vita, questa! Like guy from
know, like an Come un Rome that
5 Italian choosing romano che decides to get
to get glasses.” decide di glasses.”
mettere gli
occhiali.”
Doctor: “OK. Read the “OK. Legga “OK. Read the
10 third row down, dalla terza riga, third row down,
please.” per favore.” please.
Man: “Ei-ei-o-ei-o-o- A-ao-ao-o-a. “A-ao-ao-o-a.”
ei.”
When Josie takes the floor, she plays high status and resorts to
challenging moves trying to prevail over her interlocutor. The interaction
is mainly based on the girl’s rejection of her origins, as emphasised by the
repetition of the verb “belong” (ll. 2; 6) and when, at the end of the
interaction, she opts for a sudden conversation break. That is also
multimodally conveyed, as the young woman goes upstairs leaving her
grandmother alone after stressing the latter’s mispronunciation
(“misintrepid”—l. 11—rather than “misinterpret”—l. 14). Katia’s English
actually represents the lingua franca variation employed by immigrants,
which is characterised by a peculiar, non-standard accent, lexis and syntax,
as evident from the verb she uses in l. 11.42
The official translation does not focus on Josie’s origins, which are
only mentioned at the end of the first turn, when the girl defines herself as
“sangue del tuo sangue” (ll. 6-7), and it does lead to a complete
subversion of the original illocutionary dimension. In fact, whereas in the
English interaction, Katia is challenged by Josie’s refusal of her Italian
ancestry, in the target version, the latter only plays a conventional
representation of a rebel teenager, who eventually (and paradoxically)
claims that they share the same blood, in contrast with the denotative
dimension of the girl’s original turn. Besides this linguistic and pragmatic
deviation, it is also worth noting that Katia’s mispronunciation has been
rendered as “male intrepidi” (ll. 10-11), by uttering a non-standard
pronunciation of the word “interpreti” (‘interpret’). The choice is
suggested by the fact that Katia does not resort to an Italian lingua franca
160 Chapter Seven
(57a) Alternative
English script script Backtranslation
Josie: “Who do you “A chi pensi “Who do you
think I belong che think I belong
to? Go on, appartengo? to? Tell me,
who? Yeah, I Dimmelo, a who? Well, I
5 bet you wish I chi? Be’, per think you wish I
did belong to me vorresti che belonged to
you.” io sia di tua you.”
proprietà.”
Katia: “You “Tu frintendi “You
10 misinteprid tutto” misinteprid
everything!” everything!”
Josie: “Oh, it’s “Oh, si dice “Oh, it’s
‘misinterpret’!” ‘fraintendi’!” ‘misinterpret’!”
As for the alternative translation, the first turn has been completely
reconstructed so as to respect the original lexical and communicative
features. In fact, Josie’s challenge move is now preserved, together with its
structure of acts—a starter followed by elicitation, acknowledge and
informative acts—reproducing the pattern of the English script, whereas
the official Italian version presents a different sequence, displayed in
(57b)-(57d) below:
(ll. 1-3), the girl suggests that her mother used to tell her stories about the
“famous” Immaculate Conception, whereas the lack of the expression “I
was” (l. 2 in the English version) does not prompt the activation of the
cognitive clash.
The alternative translation (58a) tries to restore the “impossible” type
of cognitive incongruity, by means of a script that respects the original
features:
(58a) Alternative
English script script Backtranslation
Josie: “Mummy used “La mamma mi “Mum used to
to tell me I was raccontava tell me about
an ‘Immaculate della mia my ‘Immaculate
Conception’— ‘Immacolata Conception’…
5 until I found Concezione’… Until I found
out it was just Finché scoprii out it was just
the boy next che fu un any boy.”
door.” ragazzo
qualunque.”
Source script
(58b) My mother used to tell me I was an “Immaculate
Conception”.
Target script
(58c) Mi beavo dei racconti di mia madre sull’Immacolata
Concezione [‘I was delighted by the stories my Mother
told about the Immaculate Conception’].
Alternative script
(58d) La mamma mi raccontava della mia “Immacolata
Concezione” [‘Mum used to tell me about my
“Immaculate Conception”’].
(58e) Josie’s mother’s pregnancy was not the result of sexual
intercourse.
Alternative Translations and Audience Reception 163
Source script
(58i) until I found out it was just the boy next door.
Target script
(58j) fino a quando non scoprii che nel mio caso era stato un
Pinco Pallino qualsiasi [‘till I found out in my case it
was just Mr Such and Such’].
Alternative script
(58k) Finché scoprii che fu un ragazzo qualunque [‘Until I
found out it was just some boy’].
(58l) Josie’s conception was not immaculate, and in fact she
does have a father like everyone else.
(58m) (58b)+(58i) Î (58l).
(58n) ?(58c)+(58j) Î (58l).
(58o) (58d)+(58k) Î (58l).
Games, Conan (the host) shows Andy (his partner in the sketch) and the
audience other, invented Barbies based on popular films:
The multimodal critical analysis helps to identify the sources for the
“possible/impossible” type of incongruity prompting the humorous effect,
as illustrated in (59a)-(59g) below. In fact, the existential clauses (Halliday
1985) introduced by “there is” (ll. 1; 9) entail that the Barbies are existent
participants (cf. Guido 2004: 216), even though this is in contrast with the
dimension of counterfactuality activated by the dolls, which in fact do not
exist outside of the context of the sketch and are not available in shops to
buy:
The visual dimension interacts with the linguistic one thus producing a
further cognitive contrast—this time of an “expected/unexpected” kind—
for the former Barbies dedicated to Lorax and Titanic depict the characters
of the films, whereas the last doll in (59), Battleship Barbie, displays the
same object which is mentioned in the title of the movie, i.e., a Barbie doll
with her body replaced by a miniature battleship:
Source script
(59h) Lorax Barbie and Titanic Barbie depict the characters of
the films.
(59i) Because of (59h), the audience expects that all the
Barbies depict the characters of the films.
(59j) Battleship Barbie displays the object mentioned in the
title of the film.
(59k) Because of (59j), Battleship Barbie is unexpected and it
prompts the humorous effect.
The translation of this comic clip has also been the main topic of a
workshop in audiovisual translation during the English-Italian Translation
Courses held at the University of Salento, aimed to train undergraduate
students in a process-based approach to translation, and to underline the
importance of the multimodal construction of audiovisual texts for the
production of target versions. During the workshop, students were also
166 Chapter Seven
Italian script
(59n) Barbie Lorax and Barbie Titanic depict the characters of
the films.
(59o) Because of (59n), the audience expects that all the
Barbies depict the characters of the films.
(59p) “quello sulla battaglia navale” creates a cognitive link to
the Italian name of the game.
(59q) Because of (59o), Barbie la nave della battaglia is
unexpected and prompts the humorous effect, since it
does not refer to one of the characters, but to the object
included in the film title.
Andy and Conan stage an interaction that ends with a quarrel for
humorous effect. After the sequence containing an appreciation move (turn
2), an exclamation from Conan (turn 3) and Andy’s downgrading move
(turn 4), in fact, the latter—who is reproached by the host because of his
comment—eventually explains that he referred to “the Ghost Rider part”.
Actually, after the analysis of the structure of the interaction, the Me-CSR
168 Chapter Seven
Source script
(60a) “Just do it from the neck up!” is an instruction, due to
the presence of the imperative.
(60b) The visual aspect of Andy conveys an air of haughtiness.
(60c) (60b) interacts with the lexical features in (60a)—e.g.,
“Just”—to achieve the connotative dimension of
haughtiness.
(60d) The multimodal analysis ((60a)+(60b)+(60c)) constructs
a humorous discourse based on a disparaging
representation.
Italian script
(60e) “Fatela solo dal collo in su!” is an instruction, due to the
presence of the imperative.
(60f) The visual aspect of Andy conveys an air of haughtiness.
(60g) (60f) interacts with the lexical features in (60e)—e.g.,
“solo”—to achieve the connotative dimension of
haughtiness.
(60h) The multimodal analysis ((60e)+(60f)+(60g)) constructs a
humorous discourse based on a disparaging representation.
Alternative Translations and Audience Reception 169
The adoption of the Model for the production of target versions, but
also for the translators’ training, underlines the importance of the
interaction between the linguistic and audiovisual features to avoid the
imposition of ideological interpretations, like the following one produced
by a group of students who did not account for the critical analysis of
Andy’s utterances. An alternative script was in fact proposed, which
modifies the above translation by means of a disparaging representation
that transforms the female body into the butt of the joke. By rendering
Andy’s comment, in fact, as “guardala solo dal collo in giú [‘Look at the
Barbie only from the neck down’]”, the receivers’ attention is not focused
on the prop makers, or on Barbie’s face, but on the doll’s body, actually
reflecting a conventional adaptation strategy of humorous discourse as the
one identified in the interaction (5) above (pp. 35-36), from The Big Bang
Theory, when Howard’s joke on his arrhythmia was changed into an
alternative one involving his female interlocutor’s cleavage.
So far, the Model has been adopted for the production of three groups
of alternative translations from the analysed films, TV series and TV
shows. In the following sections, it will be employed for the translation of
three case studies from the selected video-game scripts, following the
same approach that highlights the interaction between the source-text
linguistic and extralinguistic features and the achievement of
pragmalinguistic equivalence by means of the alternative translations.
(61) Alternative
English script script Backtranslation
Zed: “You think that “Secondo te fa “You think that
hurts me? I just male? Ho solo hurts me? I just
jizzed a little.” schizzato un jizzed a little.”
po’.”
expected to catch and decode the original allusions and references. Yet,
also in those cases the official translation sometimes fails to convey
equivalent versions, neutralising the original references, or omitting
relevant parts of the interactions that may activate the players’
identification and interpretation of the communicative dimensions. For
example, an alternative translation (62) of interaction (48) above (see p.
141) is now provided, in order to include the reference to Professor
Stephen Hawking, omitted in the official target text:
(62) Alternative
English script script Backtranslation
Juliet: “Dude, give us “Tu, libera “You, free
Rosalind, now! subito Rosalind. Rosalind now.
And quit E non prendere And stop
making fun of piú in giro quel making fun of
5 Stephen genio di that genius
Hawking! He’s Stephen Stephen
a great man, Hawking, Hawking, you
you perv!” pervertito!” perv!”
(62a) The zombie speaks with a voice box due to its “Disco
Zombie” characterisation.
Source script
(62b) Juliet: “Quit making fun of Stephen Hawking”.
(62c) (62b) +> Juliet misinterprets the zombie’s intertextual
characterisation.
(62d) (62b) >> Juliet challenges the zombie.
172 Chapter Seven
Official translation
(62e) Juliet: “E smettila di parlare con quella stupida voce
[‘And quit speaking with that stupid voice’]”.
(62f) ?(62e) +> Juliet misinterprets the zombie’s intertextual
characterisation.
(62g) (62e) >> Juliet challenges the zombie.
Alternative translation
(62h) Juliet: “E non prendere piú in giro quel genio di Stephen
Hawking [‘And stop making fun of that genius Stephen
Hawking’]”.
(62i) (62h) +> Juliet misinterprets the zombie’s intertextual
characterisation.
(62j) (62h) >> Juliet challenges the zombie.
(63) Alternative
English script script Backtranslation
Josey: “The one you “Per me non “Because of me
ain’t gonna level passerai di you will not
up on. […] I livello. […] Non level up. […] I
can’t wait to vedo l’ora di can’t wait to
5 party with your divertirmi un party with your
corpse like it’s po’ col tuo corpse like in
1983!” cadavere come 1983!”
nel 1983!”
Alternative Translations and Audience Reception 173
Source script
(63a) Josey: “The one you ain’t gonna level up on”.
(63b) “ain’t gonna” entails future prevision.
(63c) “level up” creates a cognitive link to role-playing video
games.
(63d) Josey: “I can’t wait to party with your corpse like it’s
1983!”
(63e) (63d) ||- Josey aims at killing Juliet.
(63f) “1983” contributes to the intertextual reference to classic
video games and amusement arcades.
Official translation
(63g) Josey: “Quello che non riuscirai mai a battere [‘The one
you will never be able to beat’]”.
(63h) “non riuscirai mai” (future tense) entails future
prevision.
(63i) (63g) does not create a cognitive link to role-playing
video games.
(63j) Josey: “Non vedo l’ora di ballare un po’ sul tuo cadavere
[‘Can’t wait to dance a little on your corpse’]”.
(63k) (63j) ||- Josey aims at killing Juliet.
(63l) (63j) does not contribute to the intertextual reference to
classic video games and amusement arcades.
Alternative translation
(63m) Josey: “Per me non passerai di livello [‘Because of me
you will not level up’]”.
(63n) “non passerai” (future tense) entails future prevision.
(63o) “passare di livello [‘to level up’]” creates a cognitive
link to role-playing video games.
(63p) Josey: “Non vedo l’ora di divertirmi un po’ col tuo
cadavere come nel 1983! [‘I can’t wait to party with
your corpse like it’s 1983!’]”.
174 Chapter Seven
(64) Alternative
English script script Backtranslation
Raj: “According to “Secondo la “According to
the recipe, it is a ricetta, si tratta the recipe, it is a
complex and di un curry complex and
refined curry complesso e refined curry
5 made with the raffinato, fatto made with the
tenderest and con la carne piú most tender and
most succulent tenera e succulent beef.
beef. […] If you succulenta. […] […] If you find
[Oliver] gather Se trova gli the ingredients,
10 the ingredients ingredienti, Lei you will have
for me, you will avrà l’onore di honour to be the
have the honor essere il primo first to taste
of being the first assaggiatore di tikka mahala
to taste the tikka tikka mahala since ancient
15 mahala since dai tempi times! […]
ancient times! antichi! […] Thank you! You
[…] Thank you! Grazie! Lei un è are a most
You are a most giovane piú excellent and
excellent and eccellente e helpful fellow!”
20 helpful young volenteroso!”
fellow!”
The Standard Italian from the official translation is replaced, and the
alternative script follows specific criteria regarding the linguistic and
multimodal dimensions. As for the former, lexical and syntactic deviations
are included: consider for example the formal pronoun “Lei” instead of the
informal “Tu”, in order to provide a form of language that would sound
quite ornate, like the original English, in “Se trova gli ingredienti […] dai
tempi antichi [‘If you find the ingredients […] since ancient times’]” (ll. 9-
16). Finally, other deviations try to be consistent with the characteristics of
the English script like the expression “most excellent” following the non-
definite article “a”, in “You are a most excellent and helpful young
fellow” (ll. 18-21), rendered as “Lei è un giovane piú eccellente e
volenteroso” (ll. 17-20), and containing “piú eccellente”, which would be
176 Chapter Seven
the Model allows the inclusion of creative contributions that do not aim at
creating deliberate diastratically- or diatopically-marked representations,
but at producing alternative characterisations consistent with the possible
worlds of the selected video game and the authors’ intention.
(65) Alternative
English script script Backtranslation
Quina: “You got frogs! “Tu ha rana! “You’ve got a
Frogs very Rane molto frog! Frogs very
good. Mmmm!” qustose! Crande tasty! Great
qusto!” taste!”
5 Zidane: “Who the heck “Ma chi sei?” “But who are
are you?” you?”
Quina: “Me? [the “Qu è io? [il “Who is I? [the
player can giocatore può player can
decide the decidere il decide the
10 name]” nome]” name]”
Zidane: “Quina, do you “Quina, vuoi la “Quina, do you
want this frog?” rana?” want this frog?”
Quina: “Yes, yes! | “Io vuole! Io “I do! I do!”
Yes, yes!” vuole!”
15 Zidane: “…Alright. “Ok, tieni.” “OK, here.”
Here.”
Quina: “Yaaay! | Mine, “Crazie! | “Thanks! |
mine!” Qustosa! Tasty! Tasty!”
Qustosa!”
Alternative Translations and Audience Reception 179
second person pronoun “tu”, ‘you’, and the third person singular inflection
“ha” (“Tu ha rana!”, l. 1), instead of the conventional “hai”. The features
of the scripted ILF variation are also accompanied by other strategies of
lexical creativity, which respect the original ambiguity of the tribe’s
gender, without indicating Quina as a female character, as happens in the
official Italian script (cf. pp. 128-129). For example, consider Quale’s
“Quina, non può essere esperta crande mangiatore” (ll. 27-30), with the
alternation of the female adjective “esperta”, the male one “crande”
(modifying “grande”) and the male noun “mangiatore”. The alternation is
also applied to other lines, such as “Quina, patetica! Non riesce a
qunquistare rane da solo” (ll. 20-24)—where the female adjective
“patetica” is followed by the male “solo”—or the expression “signora
maestro” (ll. 33-34), with the male noun following a female adjective.
Finally, also the alternative script contributes to characterise Quina as a
childish character by means of the repetition, thus respecting the
reiterations of the same word in the English version, such as “Yes, yes!
Yes, yes!” (ll. 13-14) rendered as “Io vuole! Io vuole!”, or “Mine, mine”
(ll. 17-18), which becomes “Qustosa! Qustosa!” (ll. 18-19) in the
alternative translation.
The aim of the new translation is to provide a multimodal
characterisation equivalent to the original one, also reflected by the
alternative versions of LC or NNK introduced in the previous sections. As
for extract (65), the achievement of equivalent representations and
humorous discourse is detailed in (65a)-(65i) below:
Figure 7-1. L
Levels of humorrous effect in th
he original scrippt.
Figure 7-2. L
Levels of equivaalence of the off
fficial translationn.
184 Chapter Seven
S
Figure 7-3. L
Levels of humorrous effect in th
he official transllation.
Figure 7-4. L
Levels of equivaalence of the altternative translaation.
Figure 7-5. L
Levels of humorrous effect in th
he alternative traanslation.
The equuivalence of thet new transslation seemss not only lex xical and
structural, bbut also pragm
matic: the leveels of humoroous effect bettween the
f very simiilar (figure 7-5 above),
English andd alternative sccripts are in fact
being evaluaated “not hum morous” or “slightly humoroous”, as oppossed to the
186 Chapter Seven
7.7 Conclusions
The alternative translations produced by the Interactive Model have
illustrated the construction of target scripts by respecting the illocutionary
dimensions and the multimodal construction of audiovisual texts. The
multimodal, critical analyses of source texts (MuCrAS phase) in fact aim
at identifying the author’s intention and its actualisation by means of the
lexical, structural, functional and audiovisual features of the scripts (Me-
CSR), thus attaining an appropriate interpretation, at the basis of target
versions (MuReTS phase). Furthermore, the alternative translations have
been compared to the official ones, to identify the different types and
degrees of equivalence.
Finally, the analyses of the audience’s reception of both NNK and
FFIX translations—from online forums, as well as from the questionnaire
submitted to a group of empirical receivers—have confirmed that the
implied audience’s expectations, on which target scripts are generally
constructed, do not always meet actual expectations, and that different
translation strategies should be identified and adopted together with the
conventional ones. By following the alternative approach, target scripts
188 Chapter Seven
CONCLUSIONS
(i) to enquire into specific strategies in the Italian translation for the
dubbing of humorous texts—i.e., the adoption of specific
diatopic/diastratic varieties and the production of
pragmalinguistic misrepresentations—focusing on its cognitive-
ideological, lexico-semantic, structural and pragmatic
dimensions;
(ii) to propose an alternative approach to the translation of the
analysed texts accounting for the multimodal construction of the
selected corpus;
(iii) to discuss the results of a questionnaire on the empirical-
audience reception of a case study related to the translation of
video games.
OTHER EXTRACTS
1. Bob’s Burgers
1.1 “An Indecent Thanksgiving Proposal”
(2ASA19, 00:07:59 – 00:08:08)
2. Family Guy
2.1 “Extra Large Medium”
(7ACX14; extract from 00:05:50 – 00:06:12)
3. Futurama
3.1 “The Six Million Dollar Mon”
(7ACV04, 00:08:19 – 00:08:31)
4. Stan Helsing
4.1 (00:34:11 – 00:34:14)
5. The Simpsons
5.1 “Funeral for a Fiend” (KABF01, 00:18:44 – 00:18:52)
QUESTTIONNAIRE ON AUDIENCE
U E RECEPT
TION
1. Genderr:
Malle Female
2. Age:
<188.
18-225.
26-335.
>355.
3. Do youu play video games?
g
Yess [go to question no.4] No N [go to questtion no.5]
4. If you aanswered ‘Yess’ to question no.3: How frrequently do you
usuallyy play video games?
g
Oncce a day.
Morre than once a day.
Oncce a week.
Morre than once a week.
Oncce a month.
Morre than once a month.
5. Do youu know the Fiinal Fantasy video
v game seeries?
Yess [go to question no.6] No N [go to questtion no.8]
6. If you aanswered ‘Yess’ to question no.5: Have yyou ever play
yed a
video ggame from thee Final Fanta asy series?
Yess [go to question no.7] No N [go to questtion no.8]
204 Append
dix B
[Transl-7-A
A]
1 [not huumorous] 2 [slightly hum morous]
3 [humoorous] 4 [veery humorous]]
b. Would you define Quina a’s and Qualee’s language [more
than one annswer allowed d]:
humorouus
clear
puzzlingg
12. Focus oon the characcter of Quina and on the laanguage used d in both
versionns you analyseed. Would yo ou define ‘Quuina 1’ (from the
originaal version) and ‘Quina 2’ (from
( the trannslation):
completeely different
mostly different,
d thouugh preservingg some similarr features
mostly similar,
s though h having somee different feaatures
completeely similar
Please, give reasons for your ansswer, focusingg on the language
used.
_______
________________________ _______________________ ________
_______
________________________ _______________________ ________
_______
________________________ _______________________ ________
_______
________________________ _______________________ ________
_______
________________________ _______________________ ________
REFERENCES
1. Bibliography
Abrams, Meyer H. 1958. The Mirror and the Lamp: Romantic Theory and
the Critical Tradition. New York: Norton.
Alexieva, Bistra. 1997. “A Typology of Interpreter-mediated Events”. The
Translator 3 (2): 153-174.
Antonini, Rachele, and Delia Chiaro. 2009. “The Perception of Dubbing
by Italian Audiences”. In Audiovisual Translation: Language Transfer
on Screen, edited by Jorge Díaz Cintas, and Gunilla Anderman, 97-
114. Basingstoke: Palgrave Macmillan.
Attardo, Salvatore. 1994. Linguistic Theories of Humor. Berlin: Mouton
de Gruyter.
—. 2001. Humorous Texts: A Semantic and Pragmatic Analysis.
Berlin/New York: Mouton de Gruyter.
Austin, John L. 1962. How to Do Things with Words. Oxford: Clarendon
Press.
Bartlett, Frederic C. 1932. Remembering. Cambridge: Cambridge
University Press.
Bassnett, Susan. 2002. Translation Studies. London: Routledge.
de Beaugrande, Robert, and Wolfgang Dressler. 1981. Introduction to Text
Linguistics. London: Longman.
Bell, Roger T. 1991. Translation and Translating: Theory and Practice.
London: Longman.
Bernal Merino, Miguel. 2006. “On the Translation of Video Games”. The
Journal of Specialised Translation 6: 22-36.
http://www.jostrans.org/issue06/art_bernal.php.
Bogucki, Lukasz. 2011. “The Application of Action Research to
Audiovisual Translation”. In Audiovisual Translation Subtitles and
Subtitling: Theory and Practice, edited by Laura I. McLoughlin, Marie
Biscio and Máire Á. Ní Mhainnín, 7-18. Bern: Peter Lang.
Brown, Gillian, and George Yule. 1983. Discourse Analysis. Cambridge:
Cambridge University Press.
Bucaria, Chiara. 2008. “Dubbing Dark Humour: A Case Study in
Audiovisual Translation”. Lodz: Papers in Pragmatics 4 (2): 215-240.
210 References
2. Websites
7 Suspected Criminals Who Got Themselves Caught via Facebook:
http://theweek.com/article/index/227257/7-suspected-criminals-who-got-
themselves-caught-via-facebook.
Audience Reception – Final Fantasy IX:
http://www.dailyrando.it/showthread.php/357-Final-Fantasy-IX-in-
italiano-o-meglio;
http://forum.gamesvillage.it/showthread.php?803693-PSN-Arriva-Final-
Fantasy-IX;
http://multiplayer.it/forum/playstation-2-slim/93517-vera-fine-final-
fantasy-ix-9-a.html;
http://forum.gamesvillage.it/showthread.php?872210-2-The-Legend-of-
Zelda-Ocarina-of-Time-3D-Topic-Ufficiale-USCITO!;
http://www.nextrl.it/forum/topic/15013-0257-super-paper-mario-pal/;
http://www.scavenger.ch/venom/forum/index.php?topic=7319.0.
Audience Reception – Ni No Kuni: Wrath of the White Witch:
http://www.it.namcobandaigames.eu/community/discussioni/perche-
tradurre-in-romano-i-dialoghi-di-
lucciconio/year/2013/month/01/day/29;
http://theshelternetwork.com/ni-no-kuni-la-minaccia-de-er-re-de-fate/;
https://www.youtube.com/watch?v=zMqcQHNhYJg.
Compendio della storia del doppiaggio in Italia:
http://www.sinet.it/baroncelli/doppiatori/compendio.htm.
Final Fantasy IX wiki website (Baku):
http://finalfantasy.wikia.com/wiki/Baku_(Final_Fantasy_IX).
Futurama wiki website (URL):
http://futurama.wikia.com/wiki/URL.
New Movie-based Barbie dolls:
http://www.youtube.com/watch?v=AV2GJoRtZC0.
O’Chunks: fandubbed scene (in Italian):
http://www.youtube.com/watch?v=976kRRTPVlk.
O’Chunks’s nationality:
http://www.mariowiki.com/O'Chunks;
http://lillilotus.deviantart.com/art/Scottish-O-Chunks-188011161;
https://www.fanfiction.net/s/5419797/4/What-They-Did-to-Us;
http://nintendo.wikia.com/wiki/O'Chunks;
http://villains.wikia.com/wiki/O'Chunks.
Urban Dictionary: “Iffen” definition:
http://www.urbandictionary.com/define.php?term=iffen.
All the websites last visited on April 30, 2015.
220 References
3. Audiovisual Texts
1000 Ways to Die (1000 modi per morire, T. Beers, 2008-2012).
Aliens in America (D. Guarascio, M. Port, 2007-2008).
Austin Powers: The Spy Who Shagged Me (Austin Powers – La spia che ci
provava, J. Roach, 1999).
Battlefield (Electronic Arts, 2002-present).
Battleship (P. Berg, 2012).
The Beauty and the Geek (2005-2008).
Benvenuti al nord (L. Miniero, 2012).
Benvenuti al sud (L. Miniero, 2010).
BeTipul (H. Levi, O. Sivan, N. Bergman, 2005-2008).
Bienvenue chez les Ch’tis (Giú al nord, D. Boon, 2008).
The Big Bang Theory (C. Lorre, B. Prady, 2007-present).
Bob’s Burgers (L. Bouchard, 2011-present).
Brick Lane (S. Gavron, 2007).
Brickleberry (R. Black, W. o’Guin, 2012-2015).
Call of Duty: Modern Warfare (Activision, 2007-present).
The Cleveland Show (S. MacFarlane, 2009-2013).
Cloud Nine (C. Churchill).
Conan (C. O’Brien, 2010-present).
Curious & Unusual Deaths (Strani modi per morire, A. Kaufman, C.
Knutson, 2009-2012).
The Elder Scrolls V: Skyrim (Bethesda, 2011).
Family Guy (I Griffin, S. MacFarlane, 1999-present).
Final Fantasy IX (Square Enix, 2000).
A Fish Called Wanda (Un pesce di nome Wanda, C. Crichton, 1988).
Futurama (M. Groening, 1999-2013).
Ghost Rider (M.S. Johnson, 2007).
The Godfather (Il padrino, F.F. Coppola, 1972).
Gran Torino (C. Eastwood, 2008).
Happily Divorced (F. Drescher, P.M. Jacobson, 2011-2013).
Hatufim (G. Raff, 2010-present).
Homeland (Homeland – Caccia alla spia, G. Raff, 2011-present).
In Treatment (American version: R. Garcia, 2008-2010; Italian version:
2013-present).
The Jazz Singer (Il cantante di jazz, A. Crosland, 1927).
Kandahar (Viaggio a Kandahar, M. Makhmalbaf, 2001).
Karate Kid (Karate Kid – Per vincere domani, J.G. Avildsen, 1984).
Lollipop Chainsaw (Warner Bros. Interactive, 2012).
Looking for Alibrandi (Terza generazione, K. Woods, 2000).
The Dubbing Translation of Humorous Audiovisual Texts 221
Mario & Luigi: Bowser’s Inside Story (Mario & Luigi – Viaggio
all’interno di Bowser, Nintendo, 2009).
Mass Effect 2 (Electronic Arts, 2010).
Mass Effect 3 (Electronic Arts, 2012).
Monty Python and the Holy Grail (Monty Python e il Sacro Graal, T.
Gilliam, T. Jones, 1974).
My Big Fat Greek Wedding (Il mio grosso grasso matrimonio greco, J.
Zwick, 2002).
The Nanny (La tata, F. Drescher, P.M. Jacobson, 1993-1999).
Ni No Kuni: Wrath of the White Witch (Ni No Kuni – La minaccia della
strega cinerea, Bandai Namco, 2013).
The Office (R. Gervais, S. Merchant, 2001-2003).
Pac-Man (Namco, 1980).
Paramount on Parade (Paramount in festa, E. Goulding et al., 1930).
Pardon Us (Muraglie, J. Parrott, 1931).
La peggior settimana della mia vita (A. Genovesi, 2011).
La pupa e il secchione (2006, 2010).
The Shining (S. Kubrick, 1980).
The Simpsons (I Simpson, M. Groening, 1989-present).
South Park (T. Parker, M. Stone, 1997-present).
Stan Helsing (Horror Movie, B. Zenga, 2009).
Super Paper Mario (Nintendo, 2007).
Vacanze di Natale (C. Vanzina, 1983).
The Worst Week of My Life (M. Bussell, J. Sbresni, 2004-2006).
Yuppies – I giovani di successo (C. Vanzina, 1986).
NOTES
1
The label “audiovisual translation” is not the only one that defines the process of
adaptation of audiovisual texts. Several alternatives have been proposed indeed,
such as “screen translation”, including the translation of texts which are displayed,
and “film translation”, referring only to the translation of movies. The term
“audiovisual translation” is the one adopted in this book and here meant to include
both the above.
2
The debate on terminology starts from the very spelling of “video games”, since
there are some scholars and operators in the industry who choose to merge the two
words, in “videogames” and others in favour of the separation, into “video games”.
3
Italy, indeed, used to translate into Italian the original names, as well.
4
The short history of dubbing is mainly based on the account by Paolinelli and Di
Fortunato (2005) and on the Compendio della storia del doppiaggio in Italia, by
Lorenzo Bassi (http://www.sinet.it/baroncelli/doppiatori/compendio.htm).
5
One of the solutions adopted by American producers was to re-shoot scenes with
Italian-American actors, who preserved their typical inflections.
6
Before dubbing, Italy continued to show mute films or to add captions to talking
pictures. This choice led to the omission of certain scenes to respect the
correspondence between the captions and the portrayed actions (Paolinelli and Di
Fortunato 2005: 7).
7
According to Castellano (1996: 393), in fact, a badly-dubbed film is not
“ascoltabile” (‘pleasant to listen to’).
8
The link between dubbese and the written textual forms is also reflected by the
alternative labels that Italian scholars such as Gatta (2000) have attached to the
specific language of dubbing, from lingua scritta oralizzata to parlato scritto,
which indicate a sort of ‘oralised written-language’.
9
Though Herbst deals with dubbing from an English-to-German perspective, his
considerations about dubbese and the dubbing constraints can be said to have a
universal value.
10
A recent way to add explanations of culture-bound constructs in subtitled AV
texts may be represented by the “pop-up gloss” process, consisting in explanatory
notes appearing on screen (cf. Perego 2010: 47-49), currently used in the
translation of the Japanese anime and actually being the object of a debate on its
being a form of unconventional, abusive subtitling.
11
The relation is further dealt with in Chapter 2, when Kress and van Leeuwen’s
(2006) grammar of visual images is introduced, to identify the multimodal
actualisations of the semantic and communicative dimensions.
12
According to Chandler and Deming (2011: 71-ff.), the expected profits may also
lead to the absence of any localised version, or to the creation of translations in
selected languages only—mainly English, French and German, at least in the
European market. On this aspect, see also O’Hagan (2005) and Mangiron (2007:
310).
224 Notes
13
Creative lexical formations are generally employed in children’s literature to
have a playful effect (see Munat 2007).
14
Possible, invented worlds are common in role-playing or platform video games,
which represent the genres of the selected corpus, opposed to the current tendency
of setting stories in existing (and sometimes current) scenarios, such as in the
series Call of Duty: Modern Warfare, or Battlefield, to mention some of the most
successful.
15
On the complete dissertation on the theories of meaning and of the relationship
between the readers and the text, instead, see Guido (1999b: 76-99).
16
The view of a target text that “works” in the same way when pragmatic
equivalence is obtained seems to correspond to the image of a movie which
“sounds” differently according to the viewer’s perception (cf. also note 7 above).
17
The contrast between expected and unexpected situations does not prompt here a
humorous effect, the scenes lacking the elements that may unveil the author’s
voluntary subversion of the expected schemata. Instead, in the mentioned example
there is only an inappropriate setting and development of a situation according to
the extralinguistic construction of the scene, which is not supported by a punchline,
or by a solution of the cognitive clash.
18
See Levinson (1983: 169-177) for a detailed historical account.
19
Iaia (2011a) identifies similar neutralisations in jokes about Christianity in the
dubbing translation of the fourth season of Family Guy.
20
On different interpretations of the analysed dialogue, also cf. Iaia (2013).
21
For further details on the translation of video games, see Sections 1.4 and 1.4.1
above; on the analysis of the selected corpus of video games, see Chapters 6 and 7.
22
E.g., the video available at http://www.youtube.com/watch?v=976kRRTPVlk.
23
One of the conventional groups of jokes identified by Chiaro (1992: 50) is
indeed labelled “joke as a narrative form”.
24
By way of example, consider the cases of the psychological thriller Homeland
(Homeland – Caccia alla spia, 2011-present), based on the Israeli series Hatufim –
Prisoners of War (2010-present), of the British comedy series The Office (2001-
2003) and of In Treatment (2008-2010), an adaptation of the original Israeli
BeTipul (2005-2008). Italy is currently producing remakes of European movies or
TV series, such as the adaptation of the American version of In Treatment, or the
movies Benvenuti al sud (2010)—from the French Bienvenue chez les Ch’tis (Giú
al nord, 2008)—and La peggior settimana della mia vita (2011)—from the British
TV series The Worst Week of My Life (2004-2006).
25
On different interpretations of the analysed dialogue, also cf. Iaia (2013).
26
The full clip is available at http://www.youtube.com/watch?v=AV2GJoRtZC0.
27
Examples of the multimodal transcription have already been adopted in the
analysis of the extract (8), from Conan, or in the exemplification of the multimodal
actualisation of the “Theme/Rheme” pattern in figure 2-5 above, from The Big
Bang Theory.
28
As the analysis details (Section 5.1.5), there seems to be different levels of
domestication strategies according to the varieties included, as when Northern ones
are used, there are less modifications affecting the original lexico-semantic and
structural dimensions.
The Dubbing Translation of Humorous Audiovisual Texts 225
29
It is for these reasons that some terms in the backtranslation have been left as in
the Italian version, to point out the peculiar characterisation.
30
There is another interesting use of Siciliano in The Simpsons, which will be
analysed in a specific section, as it is connected to the production of
pragmalinguistic misrepresentations (Section 5.2).
31
It seems to be challenged as there are equivalent Italian versions of Brickleberry
(2012-2015), The Cleveland Show (2009-2013) and South Park, characterised by
taboo-jokes and bad language. Yet, there seems to be a link with the channels
broadcasting the sitcoms, which when premiered on satellite television are
generally rendered in more equivalent Italian versions.
32
According to the Urban Dictionary, “iffen” is a colloquial expression meaning
“if and when” (http://www.urbandictionary.com/define.php?term=iffen).
33
Extract (31) above contains a mistranslation of “emotional” (‘emotiva’) as
“emozionata”—which is rendered as it is in the backtranslation—but the mistake
has not been included in the analysis as not consistent with the topic of the section.
Yet, it may represent a case in point to discuss the little time translators often have
to produce target scripts, not always sufficient for appropriate translations (cf.
Paolinelli and Di Fortunato 2005: 101-102).
34
Examples (33) and (34) were presented as case studies during the PRIN Seminar
“The Popularization of Scientific Discourse in a Changing World: Lexical and
Stylistic Choices – Past and Present” held at the University of Salento, Lecce
(January 26-28, 2012).
35
Extracts (41), (44) and (45) were presented during the Conference “Translating
Humor in Audiovisual Texts” held at the University of Salento, Lecce (November
29-December 2, 2011). Extract (45) was also the object of a discussion after the
presentation of a paper on the adoption of ELF variations in video-game scripts,
during the “ELF6 Conference”, held at the University of Roma Tre (September 4-
7, 2013).
36
The symbol “>” indicates that the boxes in the target version are enlarged to fit
the script size; the symbol “n” indicates that the target version positions the
balloons above speakers—due to the text size—whereas in the English version
they are positioned below them.
37
http://finalfantasy.wikia.com/wiki/Baku_(Final_Fantasy_IX).
38
A similar syntactic structure is also identified in The Simpsons, for instance in
episode 2F03, during a parody of Stanley Kubrick’s The Shining (Shining, 1980).
When Homer hits Willie, the latter says, “Ahi! Nella schiena preso mi hai, dolore
mi fai!” (‘Ahi! In the back me you hit, pain to me you cause!’), where the
conventional syntactic construction of the Italian past tense passato prossimo is
changed by postponing the verbs hai and fai, thus turning mi hai preso (‘you hit
me’) and mi fai dolore (‘you cause pain to me’) respectively into preso mi hai and
dolore mi fai. Finally, also consider that the inclusion of the noun “dolore”
represents a diastratically-marked distortion of the Standard expression mi fai male
(‘you hurt me’), a further marker of Groundskeeper Willie’s disparaging
representation.
39
As for O’Chunks’s supposed nationality, see for example
226 Notes
http://www.mariowiki.com/O'Chunks; http://lillilotus.deviantart.com/art/Scottish-
O-Chunks-188011161; https://www.fanfiction.net/s/5419797/4/What-They-Did-to-
Us; http://nintendo.wikia.com/wiki/O'Chunks; http://villains.wikia.com/wiki/
O'Chunks.
40
The intertextual strategies of humorous construction of Lollipop Chainsaw were
presented during the Seminar “Testo interartistico e processi di comunicazione:
Letteratura, arte, traduzione, comprensione [‘Interartistic Text and Communication
Processes: Literature, Art, Translation, Comprehension’]”, held at the University
of Salento (May 20-22, 2013).
41
Extracts (51) and (52) were presented during the conference “Fun 4 All: II
International Conference of Translation and Accessibility in Video Games and
Virtual Worlds”, organised by the Universitat Autónoma de Barcelona (March 13-
14, 2014).
42
Looking for Alibrandi is one of the films selected for the “Cineforum” activity of
the Master Course in “Cross-cultural Linguistic Mediation in Immigration and
Asylum Domains” organised at the University of Salento. The “Cineforum” aims
at training future mediators, helping to identify in a selected list of films the
linguistic and socio-cultural features of the lingua franca variations migrants resort
to when participating in cross-cultural interactions.
43
The analysis is based on players’ discussions on online forums and on comments
on YouTube (http://www.it.namcobandaigames.eu/community/discussioni/perche-
tradurre-in-romano-i-dialoghi-di-lucciconio/year/2013/month/01/day/29;
http://theshelternetwork.com/ni-no-kuni-la-minaccia-de-er-re-de-fate/;
https://www.youtube.com/watch?v=zMqcQHNhYJg).
44
The analysis of the audience’s reception is based on the following websites:
http://www.dailyrando.it/showthread.php/357-Final-Fantasy-IX-in-italiano-o-
meglio; http://forum.gamesvillage.it/showthread.php?803693-PSN-Arriva-Final-
Fantasy-IX; http://multiplayer.it/forum/playstation-2-slim/93517-vera-fine-final-
fantasy-ix-9-a.html; http://forum.gamesvillage.it/showthread.php?872210-2-The-
Legend-of-Zelda-Ocarina-of-Time-3D-Topic-Ufficiale-USCITO!;
http://www.nextrl.it/forum/topic/15013-0257-super-paper-mario-pal/;
http://www.scavenger.ch/venom/forum/index.php?topic=7319.0.
45
As explained in the analysis of Tomak and Bellgarde’s utterances (Section 5.1.4
above), their original and Italian scripts are based on mispronunciations and lexical
and syntactic deviations. As for the English version, their lines are meant to play
on the foreign people’s language variation; the Italian version, instead, generally
resorts to the diatopic and diastratic variety of Barese, from Bari (Apulia) and its
surrounding area.
46
The Italian translation is pragmatically inappropriate (cf. Yule 1996), because it
is not consistent with the visual dimension. In fact, the man who is called Batman
is actually dressed like Superman, thus justifying the original reference to the latter
superhero.
47
Including Final Fantasy Origins, for the PlayStation System, and Final Fantasy
I & II – Dawn of Souls, for the Game Boy Advance System, both collections
containing Final Fantasy I and Final Fantasy II.
48
See note 47 above.
The Dubbing Translation of Humorous Audiovisual Texts 227
49
Including Final Fantasy Anthology, for the PlayStation System, which contains
Final Fantasy IV and Final Fantasy V; also including Final Fantasy IV: The
Complete Collection, for the PlayStation Portable System, which contains Final
Fantasy IV, Final Fantasy IV: Interlude and Final Fantasy IV: The After Years.
50
Including Final Fantasy Anthology, for the PlayStation System, which contains
Final Fantasy IV and Final Fantasy V.