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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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Videogames zijn in de loop der jaren uitgegroeid van een paar bewegende stippen op een zwart-wit scherm tot een spel dat zich in real time in een 3D-omgeving afspeelt. Ook de taal en de terminologie zijn na al die jaren een eigen leven gaan leiden. Soms lijkt het wel een geheimtaaltje van hardcore gamers. Dit woordenboek geeft uitleg bij alle termen die in de wereld van de videogames gebruikt worden. Met vertelt het ook de geschiedenis van de meest markante games, situeert het de voornaamste spelers op de markt en biedt het een kijk op het productieproces van de videospellen.
Computerspellen --- Videospelen --- Woordenboeken. --- games --- Computer. Automation --- Film --- Computerspelen ; woordenboeken --- Videospelen ; woordenboeken --- Video --- Speelgoedindustrie --- Software --- Informatica --- Woordenboeken --- Academic collection --- #SBIB:309H17 --- #BAVD --- #A0201A --- 096 Informatica --- Vidéo Video --- Lexiques Lexica --- Informatique Informatica --- 681.3 --- 791.4 --- 030.8 --- Gust De Meyer, Steven Malliet, David Verbruggen --- kunst --- computers --- ontwerp --- cybercultuur --- videogames --- videospellen --- interactiviteit --- naslagwerk --- 791.5 --- 766.02 --- 766 --- kinderen --- spelen --- gaming --- 433.6 --- Computer- en videogames --- Computer. Informatica. Automatisering --- Woordenboeken en repertoria --- kind, spel en speelgoed --- Woordenboek --- Verpleegkunde
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Educational sciences --- Computer. Automation --- Age group sociology --- Mass communications --- Opvoeding en onderwijs --- Kinderen --- Massamedia --- Televisie --- Computers --- Geweld --- 323.019.5 --- #GBIB:IDGP --- Computerspellen --- D30513.jpg --- Televisie: geweld --- Videospellen --- televisie: en kinderen --- Binnenlandse media: beïnvloeding door media en publieke opinie --- 433.5 --- Angst --- Computer --- Computerspelletjes --- Internet --- Kind --- Videospel --- Audiovisuele opvoeding --- (zie ook: fysica (computer)) --- 323.019.5 Binnenlandse media: beïnvloeding door media en publieke opinie. --- Binnenlandse media: beïnvloeding door media en publieke opinie. --- Opvoeding --- Jeugd --- Media --- Ontwikkelingsstoornis --- Fysiotherapie --- Onderwijs --- Onderzoek
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This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry - understood as a global phenomenon in entertainment - and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game's virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merinoincorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework, Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.
Translating and interpreting --- Vertalen en technologie. --- Video game localisation. --- Video games industry --- Video games --- Videospellen --- Technological innovations. --- Design. --- localisatie. --- vertalen. --- #KVHA:Vertaalwetenschap --- #KVHA:Entertainment software --- #KVHA:Video games --- Artificial intelligence. Robotics. Simulation. Graphics --- Translation science --- Design --- Technological innovations --- GAMES / Video & Electronic. --- LANGUAGE ARTS & DISCIPLINES / Linguistics / General. --- LANGUAGE ARTS & DISCIPLINES / Translating & Interpreting. --- Traduction et interprétation --- Innovations --- Localisatie. --- Vertalen. --- Video games - Design --- Video games industry - Technological innovations --- Translating and interpreting - Technological innovations
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What happened when Sesame Street and Big Brother were adapted for African audiences? Or when video games Final Fantasy and Assassins’ Creed were localized for the Spanish market? Or when Sherlock Holmes was transformed into a talking dog for the Japanese animation Sherlock Hound? Bringing together leading international scholars working on localization in television, film and video games, Media Across Borders is a pioneering study of the myriad ways in which media content is adapted for different markets and across cultural borders. Contributors examine significant localization trends and practices such as: audiovisual translation and transcreation, dubbing and subtitling, international franchising, film remakes, TV format adaptation and video game localization. Drawing together insights from across the audiovisual sector, this volume provides a number of innovative models for interrogating the international flow of media. By paying specific attention to the diverse ways in which cultural products are adapted across markets, this collection offers important new perspectives and theoretical frameworks for studying localization processes in the audiovisual sector.
Subtitling. Supertitling --- Sociolinguistics --- Telecommunication services --- Mass communications --- Mass media and culture. --- Mass media and globalization. --- Mass media and language. --- Television broadcasting --- Dubbing of television programs. --- Local mass media --- Social aspects. --- Ondertiteling --- Audiovisuele vertaling --- Dubbing --- Videospellen --- Massamedia en taal --- localisatie --- Ondertiteling. --- Audiovisuele vertaling. --- Dubbing. --- Massamedia en taal. --- localisatie. --- #KVHA:Vertaalwetenschap --- #KVHA:Televisie --- #KVHA:Film --- #KVHA:Video games --- Televisie --- Film --- Vertalen en technologie. --- Localisatie. --- Telecommunicatiediensten --- Massacommunicatie --- Sociolinguïstiek --- Audiovisual translation --- Mass media and culture --- Mass media and globalization --- Mass media and language --- Language and mass media --- Language and languages --- Globalization and mass media --- Globalization --- Culture and mass media --- Culture
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