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Towards Game Translation User Research [Pehme köide]

(University of Lodz), (University of Lodz),
  • Formaat: Paperback / softback, 96 pages, kõrgus x laius x paksus: 230x150x5 mm, kaal: 156 g, Worked examples or Exercises
  • Sari: Elements in Translation and Interpreting
  • Ilmumisaeg: 23-May-2024
  • Kirjastus: Cambridge University Press
  • ISBN-10: 100938581X
  • ISBN-13: 9781009385817
Teised raamatud teemal:
  • Formaat: Paperback / softback, 96 pages, kõrgus x laius x paksus: 230x150x5 mm, kaal: 156 g, Worked examples or Exercises
  • Sari: Elements in Translation and Interpreting
  • Ilmumisaeg: 23-May-2024
  • Kirjastus: Cambridge University Press
  • ISBN-10: 100938581X
  • ISBN-13: 9781009385817
Teised raamatud teemal:
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.

This Element takes the initiative to highlight the audiovisual translation research centring on users of video games. It offers an overview of possible relationships between translation and its experiencers. The interplay between the reception research in user experience, facets of translated games, and facets of game users is seen.

Muu info

This Element consolidates user-centric inquiry into game localisation by developing a blueprint for game translation user research.
1. What has been done so far an overview;
2. Facets of user
experience;
3. Facets of translated games;
4. Facets of game user(s);
5.
Conclusions; References.