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Book Retro Game Super Translation Selection

    Book Details:
  • Author : Hanenashi Error
  • Publisher : Createspace Independent Publishing Platform
  • Release : 2017-06-03
  • ISBN : 9781544202815
  • Pages : 114 pages

Download or read book Retro Game Super Translation Selection written by Hanenashi Error and published by Createspace Independent Publishing Platform. This book was released on 2017-06-03 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presented by retro video game website Hardcore Gaming 101. Localization is a tricky business, especially due to the myriad of differences between both the English and Japanese languages and cultures. Retro Game Super Translation Selection examines 101 lines of dialogue from classic video games, compares how they were localized, and includes some explanation for the business or cultural reasons surrounding such changes. Originally authored by a professional video game translator, this is a localized version of a doujinshi released at the Game Legend retro game event in late 2016, and features a unique perspective rarely seen in the English speaking world! Also includes four columns by guest writers that compare English and Japanese onomatopoeia, examines different game titles between territories, explains the math behind retro games, and illustrates the many changes made to the Pok�mon Game Boy titles.Covered games include: Final Fantasy, Dragon Warrior / Dragon Quest, Super Mario World, Landstalker, Lunar: The Silver Star, Zero Wing, River City Ransom, Cybernator, Pok�mon, Lufia II, Shadowgate, Shadowrun, Maniac Mansion, Princess Tomato in the Salad Kingdom, and many more!NOTE: The paperback edition of this book is in black and white, but the Kindle version uses color images.

Book Vintage Games

    Book Details:
  • Author : Bill Loguidice
  • Publisher : Taylor & Francis
  • Release : 2012-08-21
  • ISBN : 1136137572
  • Pages : 603 pages

Download or read book Vintage Games written by Bill Loguidice and published by Taylor & Francis. This book was released on 2012-08-21 with total page 603 pages. Available in PDF, EPUB and Kindle. Book excerpt: Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.

Book Legends of Localization Book 1

Download or read book Legends of Localization Book 1 written by Clyde Mandelin and published by . This book was released on 2015-11-27 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: An in-depth exploration of the localization of Nintendo's blockbuster franchise from Japanese to English.

Book Hardcore Gaming 101 Presents  Japanese Video Game Obscurities

Download or read book Hardcore Gaming 101 Presents Japanese Video Game Obscurities written by Kurt Kalata and published by Unbound Publishing. This book was released on 2019-11-14 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: Japan has produced thousands of intriguing video games. But not all of them were released outside of the country, especially not in the 1980s and 90s. While a few of these titles have since been documented by the English-speaking video game community, a huge proportion of this output is unknown beyond Japan (and even, in some cases, within it). Hardcore Gaming 101 Presents: Japanese Video Game Obscurities seeks to catalogue many of these titles – games that are weird, compelling, cool or historically important. The selections represent a large number of genres – platformers, shoot-em-ups, role-playing games, adventure games – across nearly four decades of gaming on arcade, computer and console platforms. Featuring the work of giants like Nintendo, Sega, Namco and Konami alongside that of long-forgotten developers and publishers, even those well versed in Japanese gaming culture are bound to learn something new.

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 The Dubbing Translation of Humorous Audiovisual Texts

Download or read book The Dubbing Translation of Humorous Audiovisual Texts written by Pietro Luigi Iaia and published by Cambridge Scholars Publishing. This book was released on 2015-09-04 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides a theoretical and practical framework for researchers and practitioners who focus on the construction, interpretation and retextualisation of audiovisual texts. It defines translation as a communicative and interpretative process, with translators seen as cross-cultural mediators who make the denotative-semantic and connotative-pragmatic dimensions of source scripts accessible to target receivers, prompting equivalent perlocutionary effects, while still respecting the original illocutionary force. While existing research on audiovisual translation generally adopts a product-based perspective, examining the lexico-semantic and syntactic features of source and target versions, this book proposes an “Interactive Model”, in order to explore what happens in the translators’ minds, as well as the influence of the interaction between the linguistic and extralinguistic dimensions in the construction and interpretation of audiovisual texts. The application of this Model to the analysis of a corpus of humorous films, TV series and video games foregrounds the integration between the analysis of the source-text features and the knowledge of the target linguacultural backgrounds in the creation of pragmalingustic equivalent scripts. At the same time, this book also provides valuable insights into the audience’s reception of these translations, by submitting close-ended and open-ended questionnaires to subjects representing empirical receivers, thus helping to evaluate the degree of linguistic and functional equivalence of target versions.

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 170 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 I Am Error

    Book Details:
  • Author : Nathan Altice
  • Publisher : MIT Press
  • Release : 2017-09-08
  • ISBN : 0262534541
  • Pages : 439 pages

Download or read book I Am Error written by Nathan Altice and published by MIT Press. This book was released on 2017-09-08 with total page 439 pages. Available in PDF, EPUB and Kindle. Book excerpt: The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

Book A Is for Bee

Download or read book A Is for Bee written by Ellen Heck and published by Chronicle Books. This book was released on 2022-05-03 with total page 40 pages. Available in PDF, EPUB and Kindle. Book excerpt: BEST OF THE YEAR The New York Times · Booklist Top of the List · World Kid Lit What letter does the word bee start with? If you said “B” you’re right – in English! But in many, many languages, it actually starts with A. Bee is Aṅụ̄ in Igbo, Aamoo in Ojibwe, Abelha in Portugese. And Arı in Turkish. Come and explore the gorgeous variations in the ways we talk about familiar things, unified and illuminated through Ellen Heck’s eye-catching, graphic scratchboard details and hidden letterforms. P R A I S E ★ “A gorgeous collection for linguists of all ages." —Booklist (starred) “The ultimate demonstration of inclusion, and the beauty of world languages. This lavishly illustrated multilingual alphabet book isn’t about inclusion, it is inclusion.” —The New York Times "Kaleidoscopic and delightful. Any lover of language, or any child who likes new sounds, will be entranced." —Kory Stamper, NYT “Beautiful. A book that presents an understanding far beyond the usual. Marvelous” —Betsy Bird, SLJ Fuse 8

Book How to Play Video Games

Download or read book How to Play Video Games written by Matthew Thomas Payne and published by NYU Press. This book was released on 2019-03-26 with total page 376 pages. Available in PDF, EPUB and Kindle. Book excerpt: Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

Book Vintage Game Consoles

    Book Details:
  • Author : Bill Loguidice
  • Publisher : CRC Press
  • Release : 2014-02-24
  • ISBN : 1135006504
  • Pages : 814 pages

Download or read book Vintage Game Consoles written by Bill Loguidice and published by CRC Press. This book was released on 2014-02-24 with total page 814 pages. Available in PDF, EPUB and Kindle. Book excerpt: Vintage Game Consoles tells the story of the most influential videogame platforms of all time, including the Apple II, Commodore 64, Nintendo Entertainment System, Game Boy, Sega Genesis, Sony PlayStation, and many more. It uncovers the details behind the consoles, computers, handhelds, and arcade machines that made videogames possible. Drawing on extensive research and the authors’ own lifelong experience with videogames, Vintage Game Consoles explores each system’s development, history, fan community, its most important games, and information for collectors and emulation enthusiasts. It also features hundreds of exclusive full-color screenshots and images that help bring each system’s unique story to life. Vintage Game Consoles is the ideal book for gamers, students, and professionals who want to know the story behind their favorite computers, handhelds, and consoles, without forgetting about why they play in the first place – the fun! Bill Loguidice is a critically acclaimed technology author who has worked on over a dozen books, including CoCo: The Colorful History of Tandy’s Underdog Computer, written with Boisy G. Pitre. He’s also the co-founder and Managing Director for the popular Website, Armchair Arcade. A noted videogame and computer historian and subject matter expert, Bill personally owns and maintains well over 400 different systems from the 1970s to the present day, including a large volume of associated materials. Matt Barton is an associate professor of English at Saint Cloud State University in Saint Cloud, Minnesota, where he lives with his wife Elizabeth. He’s the producer of the "Matt Chat," a weekly YouTube series featuring in-depth interviews with notable game developers. In addition to the original Vintage Games, which he co-authored with Bill, he’s author of Dungeons & Desktops: The History of Computer Role-Playing Games and Honoring the Code: Conversations with Great Game Designers.

Book Missed Translations

Download or read book Missed Translations written by Sopan Deb and published by HarperCollins. This book was released on 2020-04-21 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: A bittersweet and humorous memoir of family—of the silence and ignorance that separate us, and the blood and stories that connect us—from an award-winning New York Times writer and comedian. Approaching his 30th birthday, Sopan Deb had found comfort in his day job as a writer for the New York Times and a practicing comedian. But his stage material highlighting his South Asian culture only served to mask the insecurities borne from his family history. Sure, Deb knew the facts: his parents, both Indian, separately immigrated to North America in the 1960s and 1970s. They were brought together in a volatile and ultimately doomed arranged marriage and raised a family in suburban New Jersey before his father returned to India alone. But Deb had never learned who his parents were as individuals—their ages, how many siblings they had, what they were like as children, what their favorite movies were. Theirs was an ostensibly nuclear family without any of the familial bonds. Coming of age in a mostly white suburban town, Deb’s alienation led him to seek separation from his family and his culture, longing for the tight-knit home environment of his white friends. His desire wasn’t rooted in racism or oppression; it was born of envy and desire—for white moms who made after-school snacks and asked his friends about the girls they liked and the teachers they didn’t. Deb yearned for the same. Deb’s experiences as one of the few minorities covering the Trump campaign, and subsequently as a stand up comedian, propelled him on a dramatic journey to India to see his father—the first step in a life altering journey to bridge the emotional distance separating him from those whose DNA he shared. Deb had to learn to connect with this man he recognized yet did not know—and eventually breach the silence separating him from his mother. As it beautifully and poignantly chronicles Deb’s odyssey, Missed Translations raises questions essential to us all: Is it ever too late to pick up the pieces and offer forgiveness? How do we build bridges where there was nothing before—and what happens to us, to our past and our future, if we don’t?

Book The Language of Gaming

Download or read book The Language of Gaming written by Astrid Ensslin and published by Bloomsbury Publishing. This book was released on 2017-09-16 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: This innovative text examines videogames and gaming from the point of view of discourse analysis. In particular, it studies two major aspects of videogame-related communication: the ways in which videogames and their makers convey meanings to their audiences, and the ways in which gamers, industry professionals, journalists and other stakeholders talk about games. In doing so, the book offers systematic analyses of games as artefacts and activities, and the discourses surrounding them. Focal areas explored in this book include: - Aspects of videogame textuality and how games relate to other texts - the formation of lexical terms and use of metaphor in the language of gaming - Gamer slang and 'buddylects' - The construction of game worlds and their rules, of gamer identities and communities - Dominant discourse patterns among gamers and how they relate to the nature of gaming - The multimodal language of games and gaming - The ways in which ideologies of race, gender, media effects and language are constructed Informed by the very latest scholarship and illustrated with topical examples throughout, The Language of Gaming is ideal for students of applied linguistics, videogame studies and media studies who are seeking a wide-ranging introduction to the field.

Book The Hill We Climb

    Book Details:
  • Author : Amanda Gorman
  • Publisher : Penguin
  • Release : 2021-03-30
  • ISBN : 059346527X
  • Pages : 34 pages

Download or read book The Hill We Climb written by Amanda Gorman and published by Penguin. This book was released on 2021-03-30 with total page 34 pages. Available in PDF, EPUB and Kindle. Book excerpt: The instant #1 New York Times bestseller and #1 USA Today bestseller Amanda Gorman’s electrifying and historic poem “The Hill We Climb,” read at President Joe Biden’s inauguration, is now available as a collectible gift edition. “Stunning.” —CNN “Dynamic.” —NPR “Deeply rousing and uplifting.” —Vogue On January 20, 2021, Amanda Gorman became the sixth and youngest poet to deliver a poetry reading at a presidential inauguration. Taking the stage after the 46th president of the United States, Joe Biden, Gorman captivated the nation and brought hope to viewers around the globe with her call for unity and healing. Her poem “The Hill We Climb: An Inaugural Poem for the Country” can now be cherished in this special gift edition, perfect for any reader looking for some inspiration. Including an enduring foreword by Oprah Winfrey, this remarkable keepsake celebrates the promise of America and affirms the power of poetry.

Book How Do You Live

    Book Details:
  • Author : Genzaburo Yoshino
  • Publisher : Algonquin Young Readers
  • Release : 2021-10-26
  • ISBN : 1643751611
  • Pages : 288 pages

Download or read book How Do You Live written by Genzaburo Yoshino and published by Algonquin Young Readers. This book was released on 2021-10-26 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first English translation of the classic Japanese novel that has sold over 2 million copies—a childhood favorite of anime master Hayao Miyazaki (Spirited Away, My Neighbor Totoro, Howl’s Moving Castle), with an introduction by Neil Gaiman. First published in 1937, Genzaburō Yoshino’s How Do You Live? has long been acknowledged in Japan as a crossover classic for young readers. Academy Award–winning animator Hayao Miyazaki has called it his favorite childhood book and announced plans to emerge from retirement to make it the basis of his final film. How Do You Live? is narrated in two voices. The first belongs to Copper, fifteen, who after the death of his father must confront inevitable and enormous change, including his own betrayal of his best friend. In between episodes of Copper’s emerging story, his uncle writes to him in a journal, sharing knowledge and offering advice on life’s big questions as Copper begins to encounter them. Over the course of the story, Copper, like his namesake Copernicus, looks to the stars, and uses his discoveries about the heavens, earth, and human nature to answer the question of how he will live. This first-ever English-language translation of a Japanese classic about finding one’s place in a world both infinitely large and unimaginably small is perfect for readers of philosophical fiction like The Alchemist and The Little Prince, as well as Miyazaki fans eager to understand one of his most important influences.

Book One Hundred Selected Games

Download or read book One Hundred Selected Games written by Mikhail Botvinnik and published by Courier Corporation. This book was released on 1960-01-01 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: World champion who dominated chess in the 1940s and '50s selects and annotates his own best games to 1946. 221 diagrams.

Book The 100 Best Novels in Translation

Download or read book The 100 Best Novels in Translation written by Boyd Tonkin and published by . This book was released on 2019-06-20 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ian McEwan: "This is a brilliant and extremely useful guide, approachable on every level. Boyd Tonkin opens up infinite worlds of the imagination." (quote for front cover) Following the great success of the hardcover edition of Boyd Tonkin's 100 Best Novels in Translation, Galileo is very happy to announce a trade paperback edition. The author was Literary Editor of The Independent newspaper and started the prestigious Independent Foreign Fiction Prize which ran from 1990 until 2015 before becoming part of the Man Booker awards. He has made an extraordinary selection of 'classics' ranging from the well known authors such as Proust, Dostoyevsky, Sartre, Cervantes, Nabokov, Marquez, Kundera etc, to name just a handful, to lesser known, but no less deserving, authors writing in languages from every corner of the earth. For each selection he has written a commentary on the plot and theme of the work concerned, as well as writing about the merits of the particular translation(s) into the English language. The works are arranged in date order of publication, and are not ranked in any other way. The result is a rich tapestry of the best fiction from around the world that will surely accelerate the recent trend towards a more outward looking approach to what we read. It is both a work of reference but as importantly a book that can read from cover to cover with huge enjoyment.