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E-raamat: User-Centric Studies in Game Translation and Accessibility [Taylor & Francis e-raamat]

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  • Formaat: 188 pages, 15 Tables, black and white; 4 Line drawings, black and white; 5 Halftones, black and white; 9 Illustrations, black and white
  • Sari: Routledge Research in Audiovisual Translation
  • Ilmumisaeg: 05-Nov-2024
  • Kirjastus: Routledge
  • ISBN-13: 9781032628677
  • Taylor & Francis e-raamat
  • Hind: 147,72 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 211,02 €
  • Säästad 30%
  • Formaat: 188 pages, 15 Tables, black and white; 4 Line drawings, black and white; 5 Halftones, black and white; 9 Illustrations, black and white
  • Sari: Routledge Research in Audiovisual Translation
  • Ilmumisaeg: 05-Nov-2024
  • Kirjastus: Routledge
  • ISBN-13: 9781032628677
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 2 and 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.
Contents

List of Contributors

01. Introduction: A call for user-centric game translation and accessibility
studies

Mikoaj Deckert & Krzysztof Hejduk

Part 1: Prospects and challenges

02. The problems with the current taxonomies and definitions used in games
studies and possible solutions: terminological unravelling for use in
quantitative research on games, gamers and players.

Ugo Ellefsen & Valérie Florentin

03. Exploring research avenues in user-centric studies for minority
languages

Itziar Zorrakin-Goikoetxea

04. Eye Tracking in Video Game Localization Player-centric Studies

Dominik Kuda

05. Accessibility as Game Culturalisation

Paul Cairns, Christopher Power & Jen Beeston

Part 2: User-centric studies

06. Unveiling Nuances of Streaming Localized Video Games: The Case of Iranian
Gameplay Streams

Saeed Ameri

07. Arabic Mobile Game Localizations: Gamer Profiles, Preferences, and
Implications for an Immersive Gaming Experience

Mohammed Al-Batineh

08. Persons with Visual Disabilities Play Too: Gaming Habits and Preferences

María Eugenia Larreina-Morales & Carme Mangiron

09. Assessing personality traits and localisation testing skills through
game-based decision-making and error detection

José Ramón Calvo-Ferrer

Index
Mikoaj Deckert is an Associate Professor at the Institute of English Studies, University of Lodz, Poland.

Krzysztof W. Hejduk is a PhD candidate at the Doctoral School of Humanities, University of Lodz, Poland.