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"The first significant collection of research in videogame linguistics, Approaches to Videogame Discourse features an international array of scholars in linguistics and communication studies exploring lexis, interaction and textuality in digital games. In the first section, "Lexicology, Localisation and Variation," chapters cover productive processes surrounding gamer slang (ludolects), creativity and borrowing across languages, as well as industry-, genre-, game- and player-specific issues relating to localization, legal jargon and slang. "Player Interactions" moves on to examine communicative patterns between videogame players, focusing in particular on (un)collaborative language, functions and negotiations of impoliteness and issues of power in player discourse. In the final section, "Beyond the 'Text'," scholars grapple with issues of multimodality, paratextuality and transmediality in videogames in order to develop and enrich multimodal theory, drawing on key concepts from ludonarratology, language ideology, immersion and transmedia studies. With implications for meaningful game design and communication theory, Approaches to Videogame Discourse examines in detail how video games function as means and objects of communication; how they give rise to new vocabularies, textual genres and discourse practices; and how they serve as rich vehicles of ideological signification and social engagement."--Bloomsbury Publishing.
Video games --- Social aspects --- Design --- Terminology --- Television games --- Videogames --- Electronic games --- #KVHA:Taalkunde --- #KVHA:Tekstanalyse; videospellen --- Lexicology. Semantics --- Pragmatics --- Sociolinguistics --- Mathematical linguistics --- Video games - Social aspects --- Video games - Design --- Video games - Terminology --- Design. --- Social aspects. --- Terminology. --- Computer games --- Internet games --- Games
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This book provides a theoretical and practical framework for researchers and practitioners who focus on the construction, interpretation and retextualisation of audiovisual texts. It defines translation as a communicative and interpretative process, with translators seen as cross-cultural mediators who make the denotative-semantic and connotative-pragmatic dimensions of source scripts accessible to target receivers, prompting equivalent perlocutionary effects, while still respecting the original illocutionary force. While existing research on audiovisual translation generally adopts a product-
Films --- Dubbing of motion pictures. --- Dubbing of television programs. --- Dubbing. --- Ondertiteling. --- Motion pictures --- Massamedia en taal. --- Humor --- Television programs --- Televisieseries --- Audiovisuele vertaling. --- Videospellen --- Videogames --- Translating and interpreting. --- Mass media and language. --- vertalen. --- Titling. --- Audio-visual translation --- Language and mass media --- Language and languages --- Interpretation and translation --- Interpreting and translating --- Literature --- Translation and interpretation --- Translators --- Translating
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"While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can―and should―be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games―because video games have, in fact, always been queer." --
Video games --- Gays --- Gender identity --- Queer theory --- 527.4 --- game --- game design --- videogames --- videospellen --- LGBTQ+ (lesbian, gay, bisexual, transgender, queer and others) --- queer --- Sex identity (Gender identity) --- Sexual identity (Gender identity) --- Identity (Psychology) --- Sex (Psychology) --- Gay people --- Gay persons --- Homosexuals --- Persons --- Social aspects --- Gamegeschiedenis --- Gays. --- Gender identity. --- Queer theory. --- Social aspects. --- Gay culture --- Gender dysphoria --- Gay people. --- Between Men. --- Burnout. --- Consentacle. --- Halberstam. --- Juul. --- LGBTQ experience. --- LGBTQ game-makers. --- LGBTQ. --- Musgrave. --- Octodad. --- Pong. --- Realistic Kissing Simulator. --- Sedgwick. --- Squinkifer. --- arcade games. --- avant-garde. --- chrononormativity. --- close reading. --- cultural logic. --- degamification. --- design. --- failure. --- game studies. --- gamification. --- heteronormativity. --- independent games. --- interactive systems. --- intimacy. --- methodologies. --- non-normativity. --- queer theory. --- queerness. --- regamification. --- spatiality. --- speedrunning. --- temporality. --- transgression. --- walking simulators.
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From sushi and karaoke to martial arts and technoware, the currency of made-in-Japan cultural goods has skyrocketed in the global marketplace during the past decade. The globalization of Japanese "cool" is led by youth products: video games, manga (comic books), anime (animation), and cute characters that have fostered kid crazes from Hong Kong to Canada. Examining the crossover traffic between Japan and the United States, Millennial Monsters explores the global popularity of Japanese youth goods today while it questions the make-up of the fantasies and the capitalistic conditions of the play involved. Arguing that part of the appeal of such dream worlds is the polymorphous perversity with which they scramble identity and character, the author traces the postindustrial milieux from which such fantasies have arisen in postwar Japan and been popularly received in the United States.
Toys --- Games --- Animated films --- Video games --- Consumer goods --- Toy industry --- Philosophy, Japanese. --- Japanese philosophy --- Amusements --- Children's paraphernalia --- Infants' supplies --- Miniature objects --- Leisure industry --- Consumer products --- Consumers' goods --- Goods, Consumer --- Commercial products --- Television games --- Videogames --- Electronic games --- Games, Japanese --- Marketing. --- Japan --- Social life and customs. --- Philosophy, Japanese --- J6852 --- Marketing --- Japan: Games, toys and hobbies -- toys --- 745.036 --- 745.04 --- animatie --- animatiefilms --- anime --- Anne Allison ; Foreword by Gary Cross --- beeldverhaal --- cultuurgeschiedenis --- design --- eenentwintigste eeuw --- games --- globalisering --- manga --- popcultuur --- speelgoed --- tekenkunst --- twintigste eeuw --- Verenigde Staten --- videospellen --- virtual reality --- Jouets --- Jeux --- Dessins animés --- Jeux vidéo --- Biens de consommation --- Philosophie japonaise --- Industrie --- Commercialisation --- Japon --- Social life and customs --- Moeurs et coutumes --- Toys - Japan --- Games - Japan --- Animated films - Japan --- Video games - Japan --- Consumer goods - Japan --- Toy industry - Japan --- Toys - Japan - Marketing --- Japan - Social life and customs --- Computer games --- Internet games --- america. --- animation. --- anime. --- canada. --- capitalism. --- comic books. --- cultural goods. --- cultural studies. --- global consumption. --- global culture. --- global imagination. --- global marketplace. --- globalization. --- hong kong. --- japan. --- japanese culture. --- japanese toys. --- karaoke. --- made in japan. --- manga. --- martial arts. --- media studies. --- millennials. --- nonfiction. --- popular toys. --- postindustrial. --- postwar japan. --- social science. --- sushi. --- technoware. --- toy industry. --- united states. --- video games. --- youth products.
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