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Traducción multimedia : diversas pantallas, enfoques diversos
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ISBN: 9788481586244 Year: 2013 Publisher: Vigo : Servizo de Publicacións da Universidade de Vigo,

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Video game translation and cognitive semantics
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ISBN: 9783631674819 Year: 2016 Publisher: Frankfurt am Main, [etc.] : Lang,

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Videospiele übersetzen - Probleme und Optimierung.
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ISBN: 9783732999941 3732999947 Year: 2013 Publisher: Berlin : Frank & Timme,

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Was ist ein Spiel und wie lassen sich Videospiele in diesen Spiel-Begriff einordnen? Was ist das Besondere an der Videospiel-Übersetzung und mit welchen Schwierigkeiten müssen Übersetzer dabei rechnen? Nach einer kurzen Einführung in die Welt der Videospiele erläutert die Autorin Schlüsselbegriffe wie Kulturtransfer und Lokalisierung sowie relevante Übersetzungsstrategien und typische Übersetzungsprobleme. Anschlie�end beschreibt sie die Umstände, unter denen Videospiel-Übersetzung gegenwärtig oft stattfindet, und zeigt Wege auf, wie die Situation zum Positiven beeinflusst werden kann. Dieses.


Book
Fun for all : translation and accessibility practices in video games
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ISBN: 9783034314503 3034314507 3035106673 3035198306 Year: 2014 Publisher: Bern Peter Lang

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Fun for All: Translation and Accessibility Practices in Video Games / Minako O'Hagan -- Conventions used in the book -- Section I Game accessibility -- From Game Accessibility to Universally Accessible Games / Dimitris Grammenos -- Translating Fun for All: Promoting Accessibility in Video Games / Alberto Fernandez Costales -- Accessible Games and Education: Accessibility Experiences with e-Adventure / Baltasar Fernandez-Manjon -- How to Make Universally Accessible Video Games / Javier Mairena -- Section II Game translation -- Divided by Language, United by Gameplay: An Example of Ludological Game Localization / Ornella Lepre -- Translation Strategies and Video Game Translation A Case Study of Beyond Good and Evil / Annelies Van Oers -- Translating the Onscreen Text Blindfolded: Possibilities and Impossibilities / Gianna Tarquini -- Video Games and Fan Translations: A Case Study of Chrono Trigger / Rafael Muller Galhardi. Contents note continued: Terminology Management in Video Games Localisation / Xiaochun Zhang -- Games, Localization and Diaspora / Stephen Mandiberg -- Video Game Localization Training on Offer in Spanish Universities at an Undergraduate Level / Eugenia Arres -- New Challenges in Interactive Media Localization Projects / Victor Alonso Lion -- Beyond Localization: An Overview of Game Culturalization / Kate Edwards. 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 ultimate history of video games : from Pong to Pokémon and beyond : the story behind the craze that touched our lives and changed the world.
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ISBN: 0761536434 Year: 2001 Publisher: Roseville Prima

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Approaches to videogame discourse : lexis, interaction, textuality
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ISBN: 1501338455 9781501338458 9781501375446 9781501338472 9781501338465 1501338471 1501338463 150133848X 9781501338489 Year: 2019 Publisher: New York, NY : Bloomsbury Academic,

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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.


Book
The dubbing translation of humorous audiovisual texts
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ISBN: 1443880388 9781443880381 1443881988 9781443881982 Year: 2015 Publisher: Newcastle upon Tyne, England : Cambridge Scholars Publishing,

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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-


Book
Videogame lexicon
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ISBN: 905583890X Year: 2001 Volume: *2 Publisher: Diegem Kluwer

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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.


Book
Translation and localisation in video games : making entertainment software global
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ISBN: 9781138805538 9781138731462 9781315752334 9781317617822 9781317617839 1315752336 113880553X 1138731463 Year: 2017 Volume: 6 Publisher: London: Routledge,

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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.

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