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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 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 User Centric Studies in Game Translation and Accessibility

Download or read book User Centric Studies in Game Translation and Accessibility written by Mikolaj Deckert and published by Routledge. This book was released on 2024-10 with total page 0 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 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 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 Games User Research

    Book Details:
  • Author : Miguel Angel Garcia-Ruiz
  • Publisher : CRC Press
  • Release : 2017-12-19
  • ISBN : 1498706428
  • Pages : 311 pages

Download or read book Games User Research written by Miguel Angel Garcia-Ruiz and published by CRC Press. This book was released on 2017-12-19 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." —Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human–computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human–computer interaction between the player and the game.

Book Games User Research

    Book Details:
  • Author : Anders Drachen
  • Publisher : Oxford University Press
  • Release : 2018
  • ISBN : 0198794843
  • Pages : 549 pages

Download or read book Games User Research written by Anders Drachen and published by Oxford University Press. This book was released on 2018 with total page 549 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX. Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more.

Book Games User Research

Download or read book Games User Research written by Anders Drachen and published by Oxford University Press. This book was released on 2018-01-19 with total page 549 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games live and die commercially on the player experience. Games User Research is collectively the way we optimise the quality of the user experience (UX) in games, working with all aspects of a game from the mechanics and interface, visuals and art, interaction and progression, making sure every element works in concert and supports the game UX. This means that Games User Research is essential and integral to the production of games and to shape the experience of players. Today, Games User Research stands as the primary pathway to understanding players and how to design, build, and launch games that provide the right game UX. Until now, the knowledge in Games User Research and Game UX has been fragmented and there were no comprehensive, authoritative resources available. This book bridges the current gap of knowledge in Games User Research, building the go-to resource for everyone working with players and games or other interactive entertainment products. It is accessible to those new to Games User Research, while being deeply comprehensive and insightful for even hardened veterans of the game industry. In this book, dozens of veterans share their wisdom and best practices on how to plan user research, obtain the actionable insights from users, conduct user-centred testing, which methods to use when, how platforms influence user research practices, and much, much more.

Book User Centered Translation

Download or read book User Centered Translation written by Tytti Suojanen and published by Routledge. This book was released on 2014-12-05 with total page 176 pages. Available in PDF, EPUB and Kindle. Book excerpt: Translators want to take their readers into account, but traditional translation theory does not offer much advice on how to do that. User-Centered Translation (UCT) offers practical tools and methods to help empower translators to act for their readers. This book will help readers to: Create mental models such as personas; Test translations with usability testing methods; Carry out reception research. Including assignments, case studies and real-life scenarios ranging from the translation of user instructions and EU texts to literary and audiovisual translation, this is an essential guide for students, translators and researchers.

Book Design  User Experience  and Usability  UX Research and Design

Download or read book Design User Experience and Usability UX Research and Design written by Marcelo M. Soares and published by Springer Nature. This book was released on 2021-07-03 with total page 670 pages. Available in PDF, EPUB and Kindle. Book excerpt: This three volume set LNCS 12779, 12780, and 12781 constitutes the refereed proceedings of the 10th International Conference on Design, User Experience, and Usability, DUXU 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of DUXU 2021, Part I, are organized in topical sections named: UX Design Methods and Techniques; Methods and Techniques for UX Research; Visual Languages and Information Visualization; Design Education and Practice.

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 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 Reception Studies and Audiovisual Translation

Download or read book Reception Studies and Audiovisual Translation written by Elena Di Giovanni and published by John Benjamins Publishing Company. This book was released on 2018-06-15 with total page 367 pages. Available in PDF, EPUB and Kindle. Book excerpt: The coming of age of audiovisual translation studies has brought about a much-needed surge of studies focusing on the audience, their comprehension, appreciation or rejection of what reaches them through the medium of translation. Although complex to perform, studies on the reception of translated audiovisual texts offer a uniquely thorough picture of the life and afterlife of these texts. This volume provides a detailed and comprehensive overview of reception studies related to audiovisual translation and accessibility, from a diachronic and synchronic perspective. Focusing on all audiovisual translation techniques and encompassing theoretical and methodological approaches from translation, media and film studies, it aims to become a reference for students and scholars across these fields.

Book The Handbook of Global User Research

Download or read book The Handbook of Global User Research written by Robert Schumacher and published by Morgan Kaufmann. This book was released on 2009-09-30 with total page 331 pages. Available in PDF, EPUB and Kindle. Book excerpt: User research is global – yet despite its pervasiveness, practitioners are not all well equipped to work globally. What may have worked in Nigeria may not be accepted in Russia, may be done differently in Brazil, may partly work in China, and may completely fail in Kuwait. And what often goes less noticed, but can be equally vexing are technical, logistical and planning issues such as hiring qualified translators, payment procedures, travel issues, setting up facilities and finding test participants.The Handbook of Global User Research is the first book to focus on global user research. The book collects insight from UX professionals from nine countries and, following a typical project timeline, presents practical insights into the preparation, fieldwork, analysis and reporting, and overall project management for global user research projects. Any user experience professional that works on global projects -- including those new to the field, UX veterans who need information on this expanding aspect of user research, and students -- will need this book to do their job effectively. - Presents the definitive collection of hard won lessons from user research professionals around the world - Includes real-world examples of global user research challenges and provides approaches to these issues - Contains anecdotes and hard-won from the field that illustrate actionable tactics for practitioners

Book The Routledge Handbook of Audiovisual Translation

Download or read book The Routledge Handbook of Audiovisual Translation written by Luis Pérez-González and published by Routledge. This book was released on 2018-10-10 with total page 554 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Routledge Handbook of Audiovisual Translation provides an accessible, authoritative and comprehensive overview of the key modalities of audiovisual translation and the main theoretical frameworks, research methods and themes that are driving research in this rapidly developing field. Divided in four parts, this reference work consists of 32 state-of-the-art chapters from leading international scholars. The first part focuses on established and emerging audiovisual translation modalities, explores the changing contexts in which they have been and continue to be used, and examines how cultural and technological changes are directing their future trajectories. The second part delves into the interface between audiovisual translation and a range of theoretical models that have proved particularly productive in steering research in audiovisual translation studies. The third part surveys a selection of methodological approaches supporting traditional and innovative ways of interrogating audiovisual translation data. The final part addresses an array of themes pertaining to the place of audiovisual translation in society. This Handbook gives audiovisual translation studies the platform it needs to raise its profile within the Humanities research landscape and is key reading for all those engaged in the study and research of Audiovisual Translation within Translation studies.

Book Video Game Translation and Cognitive Semantics

Download or read book Video Game Translation and Cognitive Semantics written by Mateusz Sajna and published by Lodz Studies in Language. This book was released on 2016 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book focuses on video game translation from the perspective of cognitive semantics. It presents how the translators' knowledge of cognitive semantics can affect translation. The work is interdisciplinary and aspires to complete gaps in the research on video games. It analyzes almost 3000 standard pages of texts found in eight different games.

Book The Routledge Handbook of Translation and Technology

Download or read book The Routledge Handbook of Translation and Technology written by Minako O'Hagan and published by Routledge. This book was released on 2019-08-23 with total page 644 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Routledge Handbook of Translation and Technology provides a comprehensive and accessible overview of the dynamically evolving relationship between translation and technology. Divided into five parts, with an editor's introduction, this volume presents the perspectives of users of translation technologies, and of researchers concerned with issues arising from the increasing interdependency between translation and technology. The chapters in this Handbook tackle the advent of technologization at both a technical and a philosophical level, based on industry practice and academic research. Containing over 30 authoritative, cutting-edge chapters, this is an essential reference and resource for those studying and researching translation and technology. The volume will also be valuable for translators, computational linguists and developers of translation tools.