The primary aim of this paper is to explore cultural adaptation in the English to Persian dubbing of video games. This study adopts a qualitative case study approach to explore the translation of offensive terms in an audio-localized video game that originally featured a wide range of offensive languages. Grand Theft Auto: San Andreas (2004), localized by Cyber Persian Games, was chosen as the case study, in which 611 source–target segments were analyzed based on the models developed by Díaz-Cintas and Remael (2007, 2014) and Khoshsaligheh et al. (2018). The strategies used in the Persian audio-localized version of the video game were euphemism, deletion, maintenance, neutralization, manipulation, amplification, taboo substitution, reformulation, generalization, addition, and loan. Further analysis suggested that the localization company’s approach was driven by the need to suppress as many taboo elements as possible, which was manifested in their attempts to conform to the target culture's norms rather than those of the source culture, consistent with the dominant conventions approved by the recipients.
Fouladi et al. (Wed,) studied this question.