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"In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the "Japaneseness" of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness--cultural motifs or technical markers. Games were "localized," subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players' interest in Japanese games (and Japanese culture in general) and then investigating players' DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market."--Booki jacket.
Video games --- Video games industry --- Social aspects --- Video game industry --- Television games --- Videogames --- Electronic games industry --- Electronic games --- GAME STUDIES/Game History --- CULTURAL STUDIES/Global Studies --- BUSINESS/Business Technology --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Computer games --- Internet games --- Games
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Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive introduction to the topic of game localization the book draws on the literature in Game Studies as well as Translation Studies. The book's readership is intended to be translation scholars, game localization practitioners and those in Game Studies developing research interest in the international dimensions of the digital entertainment industry. The book aims to provide a road map for the dynamic professional practices of game localization and to help readers visualize the expanding role of translation in one of the 21st century's key global industries.
Multimedia systems --- Audio-visual equipment --- Translating and interpreting --- Computer games --- Video games --- Video games industry --- #KVHA:Vertaalwetenschap --- #KVHA:Game localization --- #KVHA:Vertaling video spel --- 651.926 --- 651.926 Translating. Interpreting --- Translating. Interpreting --- Video game industry --- Electronic games industry --- Computer game programming --- Game programming (Computer games) --- Computer programming --- Interpretation and translation --- Interpreting and translating --- Language and languages --- Literature --- Translation and interpretation --- Translators --- Audio-visual education --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Research --- Technological innovations --- Programming --- Design --- Translating --- Equipment and supplies --- Research. --- Technological innovations. --- Programming. --- Audiovisuel --- Traduction et interprétation --- Jeux d'ordinateur --- Design. --- Innovations --- Programmation --- Mass communications --- Computer. Automation --- Translation science --- Computerspellen --- Softwarelocalisatie. --- Vertaalwetenschap. --- software. --- Multimedia systems - Research --- Audio-visual equipment - Technological innovations --- Translating and interpreting - Technological innovations --- Computer games - Programming --- Video games - Design --- Video games industry - Technological innovations --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry
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