Fun for All Translation and Accessibility Practices in Video Games
Video games have evolved to become a pervasive format which is beyond entertainment, enjoyed by a broad group of people rather than as a niche activity by hardcore gamers. However, to date, academic studies focusing on game localization and accessibility are few and far between, despite the fact tha...
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Format: | Elektronisch E-Book |
Sprache: | English |
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Bern
Peter Lang AG, Internationaler Verlag der Wissenschaften
2014
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Schriftenreihe: | Documents diplomatiques français
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520 | |a Video games have evolved to become a pervasive format which is beyond entertainment, enjoyed by a broad group of people rather than as a niche activity by hardcore gamers. However, to date, academic studies focusing on game localization and accessibility are few and far between, despite the fact that further research in localization and accessibility would be beneficial to all. 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. The volume is divided in two sections: the first section includes four contributions on Game Accessibility, dealing with issues such as universally accessible games and guidelines for promoting accessibility. The second section of the book includes nine contributions focussing on different issues affecting game translation and localization, such as case studies, culturalization, fan translation, and terminology management for the game localization industry | ||
650 | 4 | |a Audio-visual equipment -- Technological innovations | |
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650 | 4 | |a Translating and interpreting -- Technological innovations | |
650 | 4 | |a Video games -- Design | |
650 | 4 | |a Video games industry -- Technological innovations | |
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Datensatz im Suchindex
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any_adam_object | |
author | Mangiron, Carmen |
author_GND | (DE-588)1046711288 (DE-588)1115490028 (DE-588)1019624116 |
author_facet | Mangiron, Carmen |
author_role | aut |
author_sort | Mangiron, Carmen |
author_variant | c m cm |
building | Verbundindex |
bvnumber | BV043608424 |
collection | ZDB-30-PQE |
ctrlnum | (ZDB-30-PQE)EBC1658125 (ZDB-89-EBL)EBL1658125 (ZDB-38-EBR)ebr10860626 (OCoLC)875098456 (DE-599)BVBBV043608424 |
dewey-full | 794.8/1526 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/1526 |
dewey-search | 794.8/1526 |
dewey-sort | 3794.8 41526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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id | DE-604.BV043608424 |
illustrated | Not Illustrated |
indexdate | 2024-07-10T07:30:51Z |
institution | BVB |
isbn | 9783035106671 9783034314503 |
language | English |
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oclc_num | 875098456 |
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physical | 1 online resource (311 pages) |
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publishDate | 2014 |
publishDateSearch | 2014 |
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publisher | Peter Lang AG, Internationaler Verlag der Wissenschaften |
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series2 | Documents diplomatiques français |
spelling | Mangiron, Carmen Verfasser (DE-588)1046711288 aut Fun for All Translation and Accessibility Practices in Video Games Bern Peter Lang AG, Internationaler Verlag der Wissenschaften 2014 © 2014 1 online resource (311 pages) txt rdacontent c rdamedia cr rdacarrier Documents diplomatiques français Description based on publisher supplied metadata and other sources Video games have evolved to become a pervasive format which is beyond entertainment, enjoyed by a broad group of people rather than as a niche activity by hardcore gamers. However, to date, academic studies focusing on game localization and accessibility are few and far between, despite the fact that further research in localization and accessibility would be beneficial to all. 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. The volume is divided in two sections: the first section includes four contributions on Game Accessibility, dealing with issues such as universally accessible games and guidelines for promoting accessibility. The second section of the book includes nine contributions focussing on different issues affecting game translation and localization, such as case studies, culturalization, fan translation, and terminology management for the game localization industry Audio-visual equipment -- Technological innovations Computer games -- Programming Multimedia systems -- Research Translating and interpreting -- Technological innovations Video games -- Design Video games industry -- Technological innovations Orero, Pilar 1959- Sonstige (DE-588)1115490028 oth O'Hagan, Minako 1959- Sonstige (DE-588)1019624116 oth Erscheint auch als Druck-Ausgabe Mangiron, Carmen Fun for All : Translation and Accessibility Practices in Video Games |
spellingShingle | Mangiron, Carmen Fun for All Translation and Accessibility Practices in Video Games Audio-visual equipment -- Technological innovations Computer games -- Programming Multimedia systems -- Research Translating and interpreting -- Technological innovations Video games -- Design Video games industry -- Technological innovations |
title | Fun for All Translation and Accessibility Practices in Video Games |
title_auth | Fun for All Translation and Accessibility Practices in Video Games |
title_exact_search | Fun for All Translation and Accessibility Practices in Video Games |
title_full | Fun for All Translation and Accessibility Practices in Video Games |
title_fullStr | Fun for All Translation and Accessibility Practices in Video Games |
title_full_unstemmed | Fun for All Translation and Accessibility Practices in Video Games |
title_short | Fun for All |
title_sort | fun for all translation and accessibility practices in video games |
title_sub | Translation and Accessibility Practices in Video Games |
topic | Audio-visual equipment -- Technological innovations Computer games -- Programming Multimedia systems -- Research Translating and interpreting -- Technological innovations Video games -- Design Video games industry -- Technological innovations |
topic_facet | Audio-visual equipment -- Technological innovations Computer games -- Programming Multimedia systems -- Research Translating and interpreting -- Technological innovations Video games -- Design Video games industry -- Technological innovations |
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