User-Centric Studies in Game Translation and Accessibility

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 r...

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Vydáno: Taylor & Francis 2025
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collection Directory of Open Access Books
description 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 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. 
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spelling doab-20.500.12854ir-1512702025-07-21T15:44:27Z User-Centric Studies in Game Translation and Accessibility Deckert, Mikołaj Hejduk, Krzysztof W. Video game translation,User-centred perspectives,Video game reception,Player-centred studies,Translation studies,Gaming studies,Audiovisual media,Video game studies,Mikolaj Deckert,Krzysztof Hejduk thema EDItEUR::C Language and Linguistics::CF Linguistics thema EDItEUR::C Language and Linguistics::CF Linguistics::CFP Translation and interpretation thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies thema EDItEUR::C Language and Linguistics::CF Linguistics thema EDItEUR::C Language and Linguistics::CF Linguistics::CFP Translation and interpretation thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies 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 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.  2025-02-16T05:41:36Z 2025-02-16T05:41:36Z 2025-01-30T12:35:09Z 2025 book https://library.oapen.org/handle/20.500.12657/98104 9781032628677 9781032628653 9781032628707 https://directory.doabooks.org/handle/20.500.12854/151270 eng Routledge Research in Audiovisual Translation open access Taylor & Francis Routledge 10.4324/9781032628677 10.4324/9781032628677 fa69b019-f4ee-4979-8d42-c6b6c476b5f0 Chapter 2 The problems with the current taxonomies and definitions used in games studies and possible solutions Chapter 7 Arabic mobile game localizations 9781032628677 9781032628653 9781032628707 Routledge open access
spellingShingle Video game translation,User-centred perspectives,Video game reception,Player-centred studies,Translation studies,Gaming studies,Audiovisual media,Video game studies,Mikolaj Deckert,Krzysztof Hejduk
thema EDItEUR::C Language and Linguistics::CF Linguistics
thema EDItEUR::C Language and Linguistics::CF Linguistics::CFP Translation and interpretation
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
thema EDItEUR::C Language and Linguistics::CF Linguistics
thema EDItEUR::C Language and Linguistics::CF Linguistics::CFP Translation and interpretation
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
User-Centric Studies in Game Translation and Accessibility
title User-Centric Studies in Game Translation and Accessibility
title_full User-Centric Studies in Game Translation and Accessibility
title_fullStr User-Centric Studies in Game Translation and Accessibility
title_full_unstemmed User-Centric Studies in Game Translation and Accessibility
title_short User-Centric Studies in Game Translation and Accessibility
title_sort user centric studies in game translation and accessibility
topic Video game translation,User-centred perspectives,Video game reception,Player-centred studies,Translation studies,Gaming studies,Audiovisual media,Video game studies,Mikolaj Deckert,Krzysztof Hejduk
thema EDItEUR::C Language and Linguistics::CF Linguistics
thema EDItEUR::C Language and Linguistics::CF Linguistics::CFP Translation and interpretation
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
thema EDItEUR::C Language and Linguistics::CF Linguistics
thema EDItEUR::C Language and Linguistics::CF Linguistics::CFP Translation and interpretation
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
topic_facet Video game translation,User-centred perspectives,Video game reception,Player-centred studies,Translation studies,Gaming studies,Audiovisual media,Video game studies,Mikolaj Deckert,Krzysztof Hejduk
thema EDItEUR::C Language and Linguistics::CF Linguistics
thema EDItEUR::C Language and Linguistics::CF Linguistics::CFP Translation and interpretation
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
thema EDItEUR::C Language and Linguistics::CF Linguistics
thema EDItEUR::C Language and Linguistics::CF Linguistics::CFP Translation and interpretation
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
url https://library.oapen.org/handle/20.500.12657/98104