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Book Enhancing Video Game Localization Through Dubbing

Download or read book Enhancing Video Game Localization Through Dubbing written by Laura Mejías-Climent and published by Springer Nature. This book was released on 2022-01-01 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book addresses the hot topic in audiovisual translation (AVT) of video game localization through the unique perspective of dubbing, an area which has so far received relatively little scholarly focus. The author analyses the main characteristics of video game localization within the context of English-Spanish dubbing, and emphasizes the implications for research and localization as a professional practice. The book will appeal to translation studies scholars and students, as well as AVT professionals looking to understand localization processes from a systematized approach.

Book Translation and Localisation in Video Games

Download or read book Translation and Localisation in Video Games written by Miguel Á. Bernal-Merino and published by Routledge. This book was released on 2014-09-19 with total page 323 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Localization in Translation

Download or read book Localization in Translation written by Miguel A. Jiménez-Crespo and published by Taylor & Francis. This book was released on 2024-05-31 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: Localization is everywhere in our digital world, from apps to websites or games. Our interconnected digital world functions in part thanks to invisible localization processes that allow global users to engage with all sorts of digital content and products. This textbook presents a comprehensive overview of the main theoretical, practical, and methodological issues related to localization, the technological, textual, communicative, and cognitive process by which interactive digital texts are prepared to be used in contexts other than those of production. Localization in Translation provides an interdisciplinary introduction to the main practical and theoretical issues involved in localizing software, web, video games, and apps. It discusses the many technological, cultural, linguistic, quality, economic, accessibility, and user-reception issues related to the different localization types. It also provides an updated overview of localization in an ever-changing technological landscape marked by advances in neural machine translation and AI. Each chapter includes a basic summary, key questions, a final section with discussion and assignments, as well as additional readings. Online resources with additional questions and assignments are included on the Routledge Translation Studies portal. This is the essential textbook for advanced undergraduates and graduates in translation studies and translation professionals engaged in localization practice.

Book Towards Game Translation User Research

Download or read book Towards Game Translation User Research written by Mikołaj Deckert and published by Cambridge University Press. This book was released on 2024-05-23 with total page 154 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Translation Tools and Technologies

Download or read book Translation Tools and Technologies written by Andrew Rothwell and published by Taylor & Francis. This book was released on 2023-04-18 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: To trainee translators and established professionals alike, the range of tools and technologies now available, and the speed with which they change, can seem bewildering. This state-of-the-art, copiously illustrated textbook offers a straightforward and practical guide to translation tools and technologies. Demystifying the workings of computer-assisted translation (CAT) and machine translation (MT) technologies, Translation Tools and Technologies offers clear step-by-step guidance on how to choose suitable tools (free or commercial) for the task in hand and quickly get up to speed with them, using examples from a wide range of languages. Translator trainers will also find it invaluable when constructing or updating their courses. This unique book covers many topics in addition to text translation. These include the history of the technologies, project management, terminology research and corpora, audiovisual translation, website, software and games localisation, and quality assurance. Professional workflows are at the heart of the narrative, and due consideration is also given to the legal and ethical questions arising from the reuse of translation data. With targeted suggestions for further reading at the end of each chapter to guide users in deepening their knowledge, this is the essential textbook for all courses in translation and technology within translation studies and translator training. Additional resources are available on the Routledge Translation Studies Portal.

Book New Perspectives in Media Translation

Download or read book New Perspectives in Media Translation written by Loukia Kostopoulou and published by Springer Nature. This book was released on with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Travels of Media and Cultural Products

Download or read book The Travels of Media and Cultural Products written by Enrique Uribe-Jongbloed and published by Taylor & Francis. This book was released on 2023-09-07 with total page 111 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the Cultural Transduction framework as a conceptual tool to understand the processes that media and cultural products undergo when they cross cultural and national borders. Using a series of examples from pop culture, including films, television series, videogames, memes and other digital products, this book provides the reader with a wider understanding of the procedures, interests, roles, assumptions and challenges, which foster or hinder the travels of media and cultural products. Compiling in one single narrative a series of case studies, theoretical debates and international examples, the book looks at a number of exchanges and transformations enabled by both traditional media trade and the internet. It reflects on the increase of cultural products crossing over regional, national and international borders in the form of videogames and TV formats, through music and video distribution platforms or via digital social media networks, to highlight discussions about the characteristics of border-crossing digital production. The cultural transduction framework is developed from discussions in communication and media studies, as well as from debates in adaptation and translation studies, to map out the travels of media and cultural products from an interdisciplinary perspective. It provides a tool to analyse the markets, products, people and processes that enable or constrain the movement of products across borders, for those interested in the practical aspects that underlie the negotiation and transformation of products inserted into different cultural market settings. This volume provides a new framework for understanding the travels of cultural products, which will be of use to students and scholars in the area of media industry studies, business studies, digital media studies, international media law and economics.

Book Game Localization

Download or read book Game Localization written by Minako O'Hagan and published by John Benjamins Publishing. This book was released on 2013-08-29 with total page 388 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book User Centric Studies in Game Translation and Accessibility

Download or read book User Centric Studies in Game Translation and Accessibility written by Mikołaj Deckert and published by Taylor & Francis. This book was released on 2024-11-05 with total page 165 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Fun for All

    Book Details:
  • Author : Carmen Mangiron
  • Publisher : Peter Lang Gmbh, Internationaler Verlag Der Wissenschaften
  • Release : 2014
  • ISBN : 9783034314503
  • Pages : 0 pages

Download or read book Fun for All written by Carmen Mangiron and published by Peter Lang Gmbh, Internationaler Verlag Der Wissenschaften. This book was released on 2014 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Media Across Borders

Download or read book Media Across Borders written by Andrea Esser and published by Routledge. This book was released on 2016-01-29 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt: What happened when Sesame Street and Big Brother were adapted for African audiences? Or when video games Final Fantasy and Assassins’ Creed were localized for the Spanish market? Or when Sherlock Holmes was transformed into a talking dog for the Japanese animation Sherlock Hound? Bringing together leading international scholars working on localization in television, film and video games, Media Across Borders is a pioneering study of the myriad ways in which media content is adapted for different markets and across cultural borders. Contributors examine significant localization trends and practices such as: audiovisual translation and transcreation, dubbing and subtitling, international franchising, film remakes, TV format adaptation and video game localization. Drawing together insights from across the audiovisual sector, this volume provides a number of innovative models for interrogating the international flow of media. By paying specific attention to the diverse ways in which cultural products are adapted across markets, this collection offers important new perspectives and theoretical frameworks for studying localization processes in the audiovisual sector. For further resources, please see the Media Across Borders group website (www.mediaacrossborders.com), which hosts a ‘localization’ bibliography; links to relevant companies, institutions and publications, as well as conference papers and workshop summaries.

Book Linguistics

Download or read book Linguistics written by Ron Legarski and published by SolveForce. This book was released on 2024-08-27 with total page 2203 pages. Available in PDF, EPUB and Kindle. Book excerpt: Linguistics: The Study of Language is an insightful exploration into the world of language and its intricate structure. This book offers a comprehensive guide through the various branches of linguistics, providing readers with an in-depth understanding of how language is formed, used, and evolves over time. From the basics of phonetics and phonology to the complexities of syntax and semantics, this book covers every aspect of language study. It delves into the cognitive processes behind language acquisition, the social factors influencing language use, and the neural mechanisms that enable language processing in the brain. Each chapter is meticulously structured to guide the reader through the foundational concepts and advanced topics, making it an essential resource for both beginners and seasoned linguists. The book also touches on the practical applications of linguistics in the real world, including language teaching, translation, computational linguistics, and forensic analysis. By examining the role of language in society and the impact of technology on communication, this book equips readers with the knowledge to understand the ever-evolving nature of human language. Whether you’re a student of linguistics, a language enthusiast, or someone interested in understanding the nuances of human communication, Linguistics: The Study of Language provides a clear and engaging overview of one of humanity’s most fundamental tools.

Book The Translation of Realia and Irrealia in Game Localization

Download or read book The Translation of Realia and Irrealia in Game Localization written by Silvia Pettini and published by Routledge. This book was released on 2021-09-19 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 of in-game dialogs in English-Italian and English-Spanish language pairs from a corpus of three war video games. This approach allows for an in-depth look at the localization challenges posed by the varying degree of realism and fictionality across video games and the different strategies translators employ in response to these challenges. A final chapter offers a comparative analysis of the three games and subsequently avenues for further research on the role of culture-specificity in game localization. This book is key reading for students and scholars interested in game localization, audiovisual translation studies, and video game research.

Book The Game Localization Handbook

Download or read book The Game Localization Handbook written by Heather Chandler and published by Jones & Bartlett Publishers. This book was released on 2011-09-19 with total page 387 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Perspectives on Localization

Download or read book Perspectives on Localization written by Keiran J. Dunne and published by John Benjamins Publishing. This book was released on 2006-01-01 with total page 363 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over the past two decades, international trade agreements such as GATT and NAFTA have lowered international trade barriers. At the same time, the information revolution has fueled profound shifts in the ways companies conduct business and communicate with their customers, and worldwide acceptance of the ISO 9000 standard has established the notion that quality must be defined in terms of customer satisfaction. Falling trade barriers and rising quality standards have made linguistic and cultural issues increasingly important. To successfully compete in today's global on-demand economy, companies must localize their products and services to fit the needs of the local market in terms of language, culture, functionality, work practices, as well as legal and regulatory requirements. In recognition of the growing importance of localization, this volume explores a certain number of key issues, including: • Return on investment and the localization business case • Localization cost drivers and cost-containment strategies • Localization quality and customer-focused quality management • Challenges posed by localization of games, including Massively Multiplayer Online Role-Playing Games (MMORPGs) • Using a meta-language to facilitate accurate translation of disembodied content • The case for managing source-language terminology • Terminology management in the localization process • Reconciling industry needs and academic objectives in localization education • Localization standards and the commoditization of linguistic information • The creation and application of language industry standards • Rethinking customer-focused localization through user-centered design • Moving from translation reuse to language reuse

Book Linguistic Issues and Quality Assessment of English Arabic Audiovisual Translation

Download or read book Linguistic Issues and Quality Assessment of English Arabic Audiovisual Translation written by Ahmad Khuddro and published by Cambridge Scholars Publishing. This book was released on 2019-01-17 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: Due to a dearth of academic references in the area of English-Arabic audiovisual translation (AVT), this book represents a unique resource, in that it explores dubbing and subtitling into Arabic, a topic hardly discussed among academics both in the Arab world and worldwide. The book starts with some linguistic and audiovisual background, and lays new foundations for a discussion about the similarities between the translation of drama texts and AVT. It then moves on to highlight some grammatical, syntactic, semantic and functional challenges faced in subtitling with examples from various recent audiovisual material, as deictics, exophora, idiomatic language, register, negation, duality and plurality, and subject-predicate agreement in the target subtitled text. The book’s originality is manifest in its investigation of the obstacles encountered by new anonymous subtitlers by providing evidence in the form of genuine samples of their work. The book concludes with some original subtitling quality assessment reports, and presents effective strategies of subtitling.

Book Professional Techniques for Video Game Writing

Download or read book Professional Techniques for Video Game Writing written by Wendy Despain and published by CRC Press. This book was released on 2020-04-21 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: This second edition of Professional Techniques for Video Game Writing is updated with new chapters and new authors, but it’s still a no-nonsense guide to the professional craft of writing for video games. Not only does the text cover story and narrative elements, but it also addresses dialogue, documentation, and strategy guides. Seasoned video game writers each address a different topic, including the best way to break into the video game industry, how to be an efficient part of a team, and the principles of narrative design. The book also offers script samples, technical writing advice, effective writing tips, and suggestions for how to innovate in game narrative. Key Features Comprehensive enough for veterans and accessible enough for novices Goes into detail about how to write tutorials, script doctoring, and writing for AAA games Delivers invaluable experiences directly from writers in the games industry Full of practical advice from industry pros on how to get a job, and then how to get the job done Author Bio Wendy Despain has more than two decades of experience spearheading digital media projects. She has worked with teams around the world as a writer, narrative designer, producer, and consultant on interactive experiences ranging from video games to augmented reality. She’s worked with EA, Disney, Ubisoft, Cartoon Network, PBS, Marvel, and Wargaming. Currently, she’s a Production Director at ArenaNet, makers of the Guild Wars franchise. Her books include: Writing For Videogame Genres: From FPS to RPG Talking to Artists/Talking to Programmers 100 Principles of Game Design