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E-grāmata: Fun for All: Translation and Accessibility Practices in Video Games

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  • Formāts: PDF+DRM
  • Izdošanas datums: 05-Mar-2014
  • Izdevniecība: Peter Lang AG, Internationaler Verlag der Wissenschaften
  • Valoda: eng
  • ISBN-13: 9783035106671
  • Formāts - PDF+DRM
  • Cena: 87,28 €*
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  • Formāts: PDF+DRM
  • Izdošanas datums: 05-Mar-2014
  • Izdevniecība: Peter Lang AG, Internationaler Verlag der Wissenschaften
  • Valoda: eng
  • ISBN-13: 9783035106671

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This book is the first collection of essays dealing with game localization and accessibility from a multidisciplinary perspective, including game design, media accessibility, translation studies, terminology management, and cultural studies. It is also unique in the way it combines contributions from academia and the industry.

Video games have evolved to become a pervasive format which is beyond entertainment, enjoyed by a broad group of people rather than as a niche activity by hardcore gamers. However, to date, academic studies focusing on game localization and accessibility are few and far between, despite the fact that further research in localization and accessibility would be beneficial to all. The different contributions in this pioneering volume address the emerging fields of Game Accessibility and Game Localization from different angles, providing insightful information about these relatively unexplored academic areas with such close tights to the industry. The volume is divided in two sections: the first section includes four contributions on Game Accessibility, dealing with issues such as universally accessible games and guidelines for promoting accessibility. The second section of the book includes nine contributions focussing on different issues affecting game translation and localization, such as case studies, culturalization, fan translation, and terminology management for the game localization industry.

Recenzijas

«The great amount of research-based contributions included in this work turns it into a very updated and trustworthy reference.» (Alberto Fernįndez Costales, The Journal of Specialised Translation, 22/2014)

Fun for All: Translation and Accessibility Practices in Video Games
9(12)
Carmen Mangiron
Pilar Orero
Minako O'Hagan
Conventions used in the book
17(4)
Section I Game accessibility
From Game Accessibility to Universally Accessible Games
21(24)
Dimitris Grammenos
Translating Fun for All: Promoting Accessibility in Video Games
45(22)
Alberto Fernandez Costales
Accessible Games and Education: Accessibility Experiences with e-Adventure
67(24)
Javier Torrente
Angel del Blanco
Pablo Moreno-Ger
Ivan Martinez-Ortiz
Baltasar Fernandez-Manjon
How to Make Universally Accessible Video Games
91(20)
Javier Mairena
Section II Game translation
Divided by Language, United by Gameplay: An Example of Ludological Game Localization
111(18)
Ornella Lepre
Translation Strategies and Video Game Translation A Case Study of Beyond Good and Evil
129(20)
Annelies Van Oers
Translating the Onscreen Text Blindfolded: Possibilities and Impossibilities
149(26)
Gianna Tarquini
Video Games and Fan Translations: A Case Study of Chrono Trigger
175(22)
Rafael Muller Galhardi
Terminology Management in Video Games Localisation
197(20)
Xiaochun Zhang
Games, Localization and Diaspora
217(26)
Stephen Mandiberg
Video Game Localization Training on Offer in Spanish Universities at an Undergraduate Level
243(26)
Oliver Carreira
Eugenia Arres
New Challenges in Interactive Media Localization Projects
269(18)
Victor Alonso Lion
Beyond Localization: An Overview of Game Culturalization
287(18)
Kate Edwards
Notes on Contributors 305
Carmen Mangiron, PhD, is a lecturer and researcher and chair of the M.A. in Audiovisual Translation at UAB. Pilar Orero, Phd (UMIST), is the head of research at CAIAC Research Centre (Universitat Autņnoma de Barcelona, Spain) and Director of the European MA in Audiovisual Translation at UAB. Minako OHagan, PhD, is a Senior Lecturer in the School of Applied Language and Intercultural Studies (SALIS), Dublin City University.