The audiodescription of violence in Mortal Kombat 1

Authors

DOI:

https://doi.org/10.11606/issn.2317-9511.v50.248168

Keywords:

audio description in video games, accessible audiovisual translation, accessibility

Abstract

Audio description (AD) is one of the most popular ways to make audiovisual media accessible to people with visual impairments. The purpose of this paper is to present the results of a case study that focused primarily on analyzing the strategies employed in English AD in scenes of extreme violence in the game Mortal Kombat 1. We also sought to investigate how the lexicon of violence, especially verbs with high semantic load, is employed and what strategies are adopted in AD for sensitive scenes. To this end, a bibliographic study was conducted on accessible audiovisual translation (TAVa, in Portuguese) and AD in publications by Matamala (2020), Mangiron (2016; 2022), Zhang (2016; 2022), and Brescia Zapata (2020). Works on the themes of lexicon and violence were also analyzed, including publications by Samenti (2021), Rodrigues (2021), and Possenti and Oliveira (2021). Finally, a descriptive analysis of three guides focused on producing accessible audiovisual media was carried out. The results from analysis of 62 AD samples found in the game indicate a preference for both verbs and nouns that directly refer to the human body and physical violence. Findings also reveal that the linguistic choices adopted in the analyzed AD consistently describe violent acts in detail, without softening them.

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References

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Published

2026-10-21

Issue

Section

Dossiê: 44ª Semana do Tradutor

How to Cite

Almeida, L. P. de, & Marcelino Villela, L. (2026). The audiodescription of violence in Mortal Kombat 1. TradTerm, 50, 320-339. https://doi.org/10.11606/issn.2317-9511.v50.248168