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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-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.
While complementing other volumes in the BTL series in its exploration of the state of the art of translator training, this collection of essays is solely focused on audiovisual translation, one of the most complex and dynamic areas of the translation discipline. The book offers an easily accessible yet comprehensive introduction to the fascinating subject of translating films, video games and other audiovisual material. Offering a balance between theory and practice, the main aim of this volume is to provide a wealth of teaching and learning ideas in areas such as subtitling, dubbing, and voice-over without forgetting the newer fields of subtitling for the deaf and audio description for the blind. The Didactics of Audiovisual Translation comes with an accompanying CD-Rom, highlighting its fundamentally interactive approach, and the activities proposed can be adapted to different learning environments and used with different language combinations.
Authored by two internationally known experts in game localization, this text is a comprehensive, up-to-date reference for information about how to localize software for games, whether they are developed for the PC, console, or other platforms.
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 is a rapidly developing subject of study, especially in China, Australia, Europe and the USA. This Handbook offers an accessible and authoritative account of the many facets of this buoyant discipline, intended for students, teachers and scholars of translation studies, modern languages, linguistics, social studies and literary studies.
Introduction : why agroecology? -- The scientific principles of agroecology -- The scientific evidence for agroecology : can it feed the world? -- Scaling up agroecology : social process and organization -- The politics of agroecology -- Conclusions : conform or transform?
Translation produces meaningful versions of textual information. But what is a text? What is translation? What is meaning? And what is a translational version? This book On Translating Signs: Exploring Text and Semio-Translation responds to those and other eternal translation-theoretical questions from a semiotic point of view. Dinda L. Gorlée notes that in this world of interpretation and translation, surrounded by our semio-translational universe "perfused with signs," we can intuit whether or not an object in front of us (dis)qualifies as a text. This spontaneous understanding requires no formalized definition in order to "happen" in the receivers of text-signs. The author further observ...
The coming of age of audiovisual translation studies has brought about a much-needed surge of studies focusing on the audience, their comprehension, appreciation or rejection of what reaches them through the medium of translation. Although complex to perform, studies on the reception of translated audiovisual texts offer a uniquely thorough picture of the life and afterlife of these texts. This volume provides a detailed and comprehensive overview of reception studies related to audiovisual translation and accessibility, from a diachronic and synchronic perspective. Focusing on all audiovisual translation techniques and encompassing theoretical and methodological approaches from translation, media and film studies, it aims to become a reference for students and scholars across these fields.
"This set of books represents a detailed compendium of authoritative, research-based entries that define the contemporary state of knowledge on technology"--Provided by publisher.
A wide-ranging survey of video game music creation, practice, perception and analysis - clear, authoritative and up-to-date.