This is an Author’s Accepted Manuscript of an article published in Perspectives: Studies on Translatology, Published in Volume 21, Issue 1, 2013, available online: http://www.tandfonline.com/10.1080/0907676X.2012.722653 Subtitling in game localisation: a descriptive study 1 Carmen Mangiron* 1 Departament de Traducció i Interpretació & CAIAC Edifici K Universitat Autònoma de Barcelona Bellaterra 08193 Spain In less than four decades the video game industry has become a multibillion dollar worldwide phenomenon. As game technology has evolved, allowing for the inclusion of cinematic scenes in games, dubbing and subtitling practices have become incorporated into game design and localisation. However, while years of research in AVT have led to the establishment of subtitling guidelines, both for intralingual and interlingual subtitles, such guidelines are generally not applied in games. Some games provide subtitles of more than three lines, use small fonts, and do not take into account the established average reading speed. This paper adopts a descriptive approach to the study of current subtitling practices applied in the video game industry. It describes the different features of game subtitles and highlights the need for further descriptive and empirical research that should lay the foundation for the development of game subtitling guidelines. Keywords: game localisation; subtitling; game subtitling; guidelines; subtitling for the deaf and hard of hearing (SDH) Introduction The video game industry has become a multibillion dollar worldwide phenomenon. Video games are entertainment software applications containing text, images and sound that can be played in an electronic platform, such as a PC, a console or a mobile phone. *Email: carme.mangiron@uab.cat