Welcome to our book review site go-pdf.online!

You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.

Sign up

Game Localization
  • Language: en
  • Pages: 388

Game Localization

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.

Transnational Contexts of Culture, Gender, Class, and Colonialism in Play
  • Language: en
  • Pages: 223

Transnational Contexts of Culture, Gender, Class, and Colonialism in Play

  • Type: Book
  • -
  • Published: 2016-12-24
  • -
  • Publisher: Springer

This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play.

Audiovisual Translation and Media Accessibility at the Crossroads
  • Language: en
  • Pages: 439

Audiovisual Translation and Media Accessibility at the Crossroads

  • Type: Book
  • -
  • Published: 2012-01-01
  • -
  • Publisher: BRILL

This third volume in the Media for All series offers a diverse selection of articles which bear testimony to the vigour and versatility of research and developments in audiovisual translation and media accessibility. The collection reflects the critical impact of new technologies on AVT, media accessibility and consumer behaviour and shows the significant increase in collaborative and interdisciplinary research targeting changing consumer perceptions as well as quality issues. Complementing newcomers such as crowdsourcing and potentially universal emoticons, classical themes of AVT studies such as linguistic analyses and corpus-based research are featured. Prevalent throughout the volume is the impact of technology on both methodologies and content. The book will be of interest to researchers from a wide range of disciplines as well as audiovisual translators, lecturers, trainers and students, producers and developers working in the field of language and media accessibility.

Handbook of the Language Industry
  • Language: en
  • Pages: 392

Handbook of the Language Industry

Digital transformation and demographic change are profoundly affecting the contexts in which the language industry operates, the resources it deploys and the roles and skillsets of those it employs. Driven by evolving digital resources and socio-ethical demands, the roles and responsibilities deriving from the proliferation of new and emerging profiles in the language industry are transcending the traditional bounds of core activities and competences associated with prototypical concepts of translation and interpreting. This volume focuses on the realities in the language industry from the fresh perspective of current and emerging professional profiles and of the contexts and resources that ...

Fun for All
  • Language: en

Fun for All

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 Translation of Realia and Irrealia in Game Localization
  • Language: en
  • Pages: 180

The Translation of Realia and Irrealia in Game Localization

  • Type: Book
  • -
  • Published: 2021-09-19
  • -
  • Publisher: Routledge

This book explores the impact of a video game’s degree of realism or fictionality on its linguistic dimensions, investigating the challenges and strategies for translating realia and irrealia, the interface of the real world and the game world where culture-specificity manifests itself. The volume outlines the key elements in the translation of video games, such as textual non-linearity, multitextuality, and playability, and introduces the theoretical framework used to determine a game’s respective degree of realism or fictionality. Pettini applies an interdisciplinary approach drawing on video game research and Descriptive Translation Studies to the linguistic and translational analysis...

Translation, Humour and Literature
  • Language: en
  • Pages: 248

Translation, Humour and Literature

  • Type: Book
  • -
  • Published: 2010-11-25
  • -
  • Publisher: A&C Black

>

Governance of Digital Game Environments and Cultural Diversity
  • Language: en
  • Pages: 301

Governance of Digital Game Environments and Cultural Diversity

'This collection of legal, philosophical, economic, and cultural perspectives ultimately makes a strong case for the potential value of game environments for addressing diversity issues, but also raises important concerns regarding implementation of corporate and government policies in this sector highly recommended for anyone exploring this emerging field.' Benjamin T. Duranske, Pillsbury Winthrop Shaw Pittman LLP, US 'Videogaming is serious business. But the legal and theoretical implications of online and virtual environments are little understood. Professor Graber and Ms. Burri-Nenova have done a masterful job of bringing together several insightful articles that inform us about the busi...

Game History and the Local
  • Language: en
  • Pages: 246

Game History and the Local

This book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the particularities of space and place matter, yet most digital game and software histories are silent with respect to geography. Topics covered include: hyper-local games; temporal anomalies in platform arrival and obsolescence; national videogame workforces; player memories of the places of gameplay; comparative reception studies of a platform; the erasure of cultural markers; the localization of games; and perspectives on the future development of ‘local’ game history. Chapters 1 and 12 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Locked Out
  • Language: en
  • Pages: 233

Locked Out

  • Type: Book
  • -
  • Published: 2019-08-31
  • -
  • Publisher: NYU Press

A rare insight into how industry practices like regional restrictions have shaped global media culture in the digital era “This content is not available in your country.” At some point, most media consumers around the world have run into a message like this. Whether trying to watch a DVD purchased during a vacation abroad, play an imported Japanese video game, or listen to a Spotify library while traveling, we are constantly reminded of geography’s imprint on digital culture. We are locked out. Despite utopian hopes of a borderless digital society, DVDs, video games, and streaming platforms include digital rights management mechanisms that block media access within certain territories....