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Subtitling and Dubbing of Swearwords in Game Localization: A case study of Cyberpunk 2077.

  • T&I REVIEW
  • Abbr : tnirvw
  • 2025, 15(1), pp.63~88
  • DOI : 10.22962/tnirvw.2025.15.1.003
  • Publisher : Ewha Research Institute for Translation Studies
  • Research Area : Humanities > Interpretation and Translation Studies
  • Received : May 9, 2025
  • Accepted : June 16, 2025
  • Published : June 30, 2025

Minseo Kim 1 Sung Eun Cho 2

1한국외국어대학교 ELLT학과
2한국외국어대학교

Accredited

ABSTRACT

Minseo Kim and Sung-Eun Cho (2025). Subtitling and Dubbing of Swearwords in Game Localization: A case study of Cyberpunk 2077. The rapid expansion of the global gaming industry necessitates a closer examination of game localization for the Korean market. The Korean translation of profanity in Cyberpunk 2077 has sparked significant discussion, particularly concerning the intentional amplification of swearwords. This study comprehensively explores Valdeón’s (2020) vulgarization hypothesis, which asserts that translated texts often intensify profanity. By focusing on the subtitling and dubbing of Cyberpunk 2077, the analysis clearly demonstrates how swearwords are translated into Korean, with a particular emphasis on instances of intensification and addition. The research goes beyond textual analysis by incorporating valuable insights from interviews with localization directors and voice actors, as well as user feedback from online communities. These findings underscore the linguistic and contextual complexities involved in translating profanity, addressing a crucial gap in the study of expletive translation in video games. (Hankuk University of Foreign Studies, Korea)

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