User Centric Studies In Game Translation And Accessibility

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User Centric Studies In Game Translation And Accessibility
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Author : Mikołaj Deckert
language : en
Publisher: Taylor & Francis
Release Date : 2024-11-05
User Centric Studies In Game Translation And Accessibility written by Mikołaj Deckert and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-11-05 with Language Arts & Disciplines categories.
This innovative collection makes the case for a push within the discipline to adopt user-centric perspectives on translated video games and their corresponding accessibility features. The volume demonstrates how audiovisual translation (AVT) and media accessibility (MA) involve decisions that can re-shape the gaming experience of players and other audiences. Contributions in the book outline this in two ways. First, they collectively provide an account of the prospects and challenges that come with user-centric scholarly inquiry in game translation and accessibility. Second, complementarily, they report on original studies and new, exciting findings while adopting the perspective of global users. Taken together, the collection serves as a call to action to systematically advance research eliciting variable types of input from users who take advantage of translation and accessibility services. Such research will facilitate a clearer understanding of how the particular decisions of translators and other relevant agents shape game reception. This book will be of interest to scholars in both translation studies and video game research, as well as those interested in media accessibility and media studies more broadly. Chapters 7 of this book is freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-NonCommercial-NoDerivs (CC BY-NC-ND) license.
User Centric Studies In Game Translation And Accessibility
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Author : Mikołaj Deckert
language : en
Publisher: Taylor & Francis
Release Date : 2024-11-05
User Centric Studies In Game Translation And Accessibility written by Mikołaj Deckert and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-11-05 with Language Arts & Disciplines categories.
This innovative collection makes the case for a push within the discipline to adopt user-centric perspectives on translated video games and their corresponding accessibility features. The volume demonstrates how audiovisual translation (AVT) and media accessibility (MA) involve decisions that can re-shape the gaming experience of players and other audiences. Contributions in the book outline this in two ways. First, they collectively provide an account of the prospects and challenges that come with user-centric scholarly inquiry in game translation and accessibility. Second, complementarily, they report on original studies and new, exciting findings while adopting the perspective of global users. Taken together, the collection serves as a call to action to systematically advance research eliciting variable types of input from users who take advantage of translation and accessibility services. Such research will facilitate a clearer understanding of how the particular decisions of translators and other relevant agents shape game reception. This book will be of interest to scholars in both translation studies and video game research, as well as those interested in media accessibility and media studies more broadly.
Minority Languages And Cultures In Audiovisual Translation
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Author : Eleonora Sasso
language : en
Publisher: Taylor & Francis
Release Date : 2025-08-19
Minority Languages And Cultures In Audiovisual Translation written by Eleonora Sasso and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-08-19 with Language Arts & Disciplines categories.
This collection explores the range of approaches and frameworks used in the study of minority languages and cultures in audiovisual translation (AVT), encouraging interdisciplinary conversations toward fostering linguistic diversity on screen. The volume is organized around five parts, looking at examples from across the Americas, Europe, the Middle East, and China as well as issues around sign languages in AVT. Chapters explore innovative strategies in subtitling, dubbing, and fansubbing to address non-standard varieties, ethnolinguistic diversities, and multilingualism, among other key themes, across different forms of media. The volume also looks ahead to how the study and practice of AVT might be re-envisioned in relation to minority languages, societies, and cultures in the future. This book will be of interest to scholars in translation studies, audiovisual translation, media accessibility, and media studies.
English Classics In Audiovisual Translation
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Author : Irene Ranzato
language : en
Publisher: Taylor & Francis
Release Date : 2024-10-23
English Classics In Audiovisual Translation written by Irene Ranzato and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-10-23 with Language Arts & Disciplines categories.
This collection explores the translation of dialogue from the adaptations of literary classics across audiovisual media, engaging with the question of what makes a classic through an audiovisual translation lens. The volume seeks to fill a gap on the translation of classic texts in AVT research which has tended to focus on contemporary media. The book features well-known British literary texts but places a special emphasis on adaptations of the works of Jane Austen and William Shakespeare, figures whose afterlives have mirrored each other in the proliferation of film and television adaptations of their work. Chapters analyze myriad modes of AVT, including dubbing, subtitling, SDH, and voice-over, to demonstrate the unique ways in which these modes come together in adaptations of classics and raise questions about censorship, language ideologies, cultural references, translation strategies, humor, and language variation. In focusing on translations across geographic contexts, the book offers a richer picture of the linguistic, cultural, and ideological implications of translating literary classics for the screen and the enduring legacy of these works on a global scale. This book will be of interest to scholars in audiovisual translation, literary translation, comparative literature, film and television studies, and media studies.
Danmu Mediated Communication And Audiovisual Translation In The Digital Age
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Author : Sijing Lu
language : en
Publisher: Taylor & Francis
Release Date : 2025-01-24
Danmu Mediated Communication And Audiovisual Translation In The Digital Age written by Sijing Lu and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-01-24 with Language Arts & Disciplines categories.
This collection represents the first of its kind, bringing together the latest research on danmu, the fast-growing phenomenon of live comments overlaid on audiovisual media changing the shape of audience participation on video-streaming platforms and of audiovisual translation research today. The volume presents compelling evidence of danmu's growing influence in shaping the future of audiovisual translation and online computer-mediated communication. Through diverse theoretical and methodological lenses, the chapters delve into how danmu facilitates audience participation, impacts documentary viewing through emotional engagement, and challenges traditional subtitling with multimodal pseudotranslations. It further explores cultural citizenship in video game commentary, virtual communities of practice in danmu, and Chinese audience preferences in danmu-enhanced viewing experiences. This book will be of interest to scholars in audiovisual translation, media studies, digital communication, and East Asian studies. Chapter 6 of this book is freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-NonCommercial-NoDerivs (CC BY-NC-ND) license.
Practices Education And Technology In Audiovisual Translation
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Author : Alejandro Bolaños García-Escribano
language : en
Publisher: Taylor & Francis
Release Date : 2024-08-30
Practices Education And Technology In Audiovisual Translation written by Alejandro Bolaños García-Escribano and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-08-30 with Language Arts & Disciplines categories.
This book explores the intersections of education and technology in audiovisual translation, unpacking the evolution of AVT ecosystems and looking ahead to future directions for the role of technology in the translation industry and higher education. The volume begins by outlining a holistic account of audiovisual translation scholarship, which includes work on subtitling and dubbing but which has grown to encompass a wider range of practices in light of new technologies, before looking at the current landscape of translator education, including greater interest in distance education and AVT-centered curriculum design. These foundations set the stage for an examination of technological inroads which have permeated AVT practice, including the rise of cloud-based technologies and their use by major media companies. Bolaños draws parallels between these developments to demonstrate the ways in which new tools can help the ever-evolving needs of both the translation industry and higher education and in turn, foster industry-academia collaboration and the growth of new technologies through investment at the pedagogical level. This book will be of interest to students, scholars, and practitioners in translation studies, particularly those working in audiovisual translation, translation technologies, and translator training. The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.
Towards Game Translation User Research
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Author : Mikołaj Deckert
language : en
Publisher: Cambridge University Press
Release Date : 2024-05-23
Towards Game Translation User Research written by Mikołaj Deckert and has been published by Cambridge University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-05-23 with Language Arts & Disciplines categories.
This Element takes the initiative to highlight the nascent state of audiovisual translation research centring on users of video games. It proposes ways of advancing the research by integrating numerous related perspectives from relevant fields to guide studies in translated game reception into further fruition. The Element offers an accessible overview of possible relationships between translation and its experiencers, showcasing ways to design game reception studies. Examples, methods, tools, and practical concerns are discussed to ultimately develop a blueprint for game translation user research which aims to consolidate scientific user-centric inquiry into video game translation. To that end, the blueprint captures the three-pronged interplay between the parameters of localisation-reception research in facets of user experience, facets of translated games, and facets of game users.
Game Localization
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Author : Minako O'Hagan
language : en
Publisher: John Benjamins Publishing
Release Date : 2013-08-29
Game Localization written by Minako O'Hagan and has been published by John Benjamins Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-08-29 with Language Arts & Disciplines categories.
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.
Translation And Localisation In Video Games
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Author : Miguel Á. Bernal-Merino
language : en
Publisher: Routledge
Release Date : 2014-09-19
Translation And Localisation In Video Games written by Miguel Á. Bernal-Merino and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-09-19 with Games & Activities categories.
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-Merino incorporates 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.
Emotion In Video Game Soundtracking
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Author : Duncan Williams
language : en
Publisher: Springer
Release Date : 2018-02-09
Emotion In Video Game Soundtracking written by Duncan Williams and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-02-09 with Computers categories.
This book presents an overview of the emerging field of emotion in videogame soundtracking. The emotional impact of music has been well-documented, particularly when used to enhance the impact of a multimodal experience, such as combining images with audio as found in the videogames industry. Soundtracking videogames presents a unique challenge compared to traditional composition (for example film music) in that the narrative of gameplay is non-linear – Player dependent actions can change the narrative and thus the emotional characteristics required in the soundtrack. Historical approaches to emotion measurement, and the musical feature mapping and music selection that might be used in video game soundtracking are outlined, before a series of cutting edge examples are given. These examples include algorithmic composition techniques, automated emotion matching from biosensors, motion capture techniques, emotionally-targeted speech synthesis and signal processing, and automated repurposing of existing music (for example from a players own library). The book concludes with some possibilities for the future.