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      User-Centric Studies in Game Translation and Accessibility

      AvMikołaj Deckert,Krzysztof W. Hejduk

      Inbunden, Engelska, 2024

      Del i serien Routledge Research in Audiovisual Translation

      2 129 kr

      Beställningsvara. Skickas inom 10-15 vardagar. Fri frakt över 249 kr.

      Beskrivning

      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.

      Produktinformation

      • Utgivningsdatum:2024-11-05
      • Mått:152 x 229 x 15 mm
      • Vikt:453 g
      • Format:Inbunden
      • Språk:Engelska
      • Serie:Routledge Research in Audiovisual Translation
      • Antal sidor:188
      • Förlag:Taylor & Francis Ltd
      • ISBN:9781032628653

      Utforska kategorier

      • Medievetenskap inom Samhälle och politik
      • Språk: historia och allmänt inom Språk och ordböcker
      • Språkvetenskap och lingvistik inom Språk och ordböcker

      Mer om författaren

      Mikołaj 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.

      Recensioner i media

      “A must-read intercontinental volume that confidently establishes user-centric research within Audiovisual Translation Studies by articulating investigations from a global array of locales and player constituencies. This book is a fundamental contribution to TS that benefits Academic Research and Professional Practice showing the way ahead.”Dr. Miguel Ángel Bernal-Merino, Lecturer ULPGC and Independent Consultant“Addressing the methodological and conceptual aspects related to the user-centric study of video games localization, this edited volume can serve as a useful resource for scholars in game user research, translation, and localization, and provide them with a foundation for discussions on audience engagement and cross-cultural adaptation in interactive multimedia entertainment.”Prof. Masood Khoshsaligheh, Ferdowsi University of Mashhad, Iran"User-Centric Studies in Game Translation and Accessibility is a must-read for anyone in the gaming industry. This innovative collection provides new insights into methodology and localisation, highlighting how audiovisual translation (AVT) and media accessibility (MA) decisions shape the gaming experience. It's essential for advancing inclusive, user-centric research."Dr. Xiaochun Zhang, University College London

      Innehållsförteckning

      • ContentsList of Contributors01. Introduction: A call for user-centric game translation and accessibility studiesMikołaj Deckert & Krzysztof HejdukPart 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 languagesItziar Zorrakin-Goikoetxea 04. Eye Tracking in Video Game Localization Player-centric StudiesDominik Kudła 05. Accessibility as Game CulturalisationPaul Cairns, Christopher Power & Jen Beeston Part 2: User-centric studies 06. Unveiling Nuances of Streaming Localized Video Games: The Case of Iranian Gameplay StreamsSaeed Ameri 07. Arabic Mobile Game Localizations: Gamer Profiles, Preferences, and Implications for an Immersive Gaming ExperienceMohammed Al-Batineh 08. Persons with Visual Disabilities Play Too: Gaming Habits and PreferencesMaría Eugenia Larreina-Morales & Carme Mangiron09. Assessing personality traits and localisation testing skills through game-based decision-making and error detectionJosé Ramón Calvo-Ferrer Index
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