Author: Laura Mejías-Climent
Publisher: Springer Nature
ISBN: 3030882926
Category : Language Arts & Disciplines
Languages : en
Pages : 266
Book Description
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.
Enhancing Video Game Localization Through Dubbing
Author: Laura Mejías-Climent
Publisher: Springer Nature
ISBN: 3030882926
Category : Language Arts & Disciplines
Languages : en
Pages : 266
Book Description
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.
Publisher: Springer Nature
ISBN: 3030882926
Category : Language Arts & Disciplines
Languages : en
Pages : 266
Book Description
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.
Towards Game Translation User Research
Author: Mikołaj Deckert
Publisher: Cambridge University Press
ISBN: 1009385801
Category : Language Arts & Disciplines
Languages : en
Pages : 154
Book Description
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.
Publisher: Cambridge University Press
ISBN: 1009385801
Category : Language Arts & Disciplines
Languages : en
Pages : 154
Book Description
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.
Localization in Translation
Author: Miguel A. Jiménez-Crespo
Publisher: Taylor & Francis
ISBN: 1040016588
Category : Language Arts & Disciplines
Languages : en
Pages : 337
Book Description
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.
Publisher: Taylor & Francis
ISBN: 1040016588
Category : Language Arts & Disciplines
Languages : en
Pages : 337
Book Description
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.
Audiovisual Translation
Author: Patrick Zabalbeascoa
Publisher: Taylor & Francis
ISBN: 1040264336
Category : Language Arts & Disciplines
Languages : en
Pages : 259
Book Description
This accessible textbook introduces the core concepts and issues of translation relevant for the training of audiovisual translators. Structured around different characteristics and problem areas in audiovisual translation (AVT), this text provides the scaffolding for shaping informed, critical thinkers and astute translators. Adopting a theory-driven approach, with short theoretical introductions and clear definitions, the author incorporates challenging issues to encourage readers to find their own answers and opinions. Translation technology is explored where relevant and current online resources will be introduced but discussed in a timeless fashion, without focusing on specific software, so that the thinking can be applied to and reconciled with evolving and future platforms, as well as other modes of translation. Each chapter includes an introduction to concepts and issues, explanations and debate, a wide range of examples and exercises and questions throughout. Online resources are included on the Routledge Translation Studies portal. Written by a leading researcher and practising teacher with experience freelancing in the AVT field, this is the ideal core textbook for students on postgraduate courses in AVT and of interest to both practising translators and students in translation studies, multimodal analysis, languages and film studies.
Publisher: Taylor & Francis
ISBN: 1040264336
Category : Language Arts & Disciplines
Languages : en
Pages : 259
Book Description
This accessible textbook introduces the core concepts and issues of translation relevant for the training of audiovisual translators. Structured around different characteristics and problem areas in audiovisual translation (AVT), this text provides the scaffolding for shaping informed, critical thinkers and astute translators. Adopting a theory-driven approach, with short theoretical introductions and clear definitions, the author incorporates challenging issues to encourage readers to find their own answers and opinions. Translation technology is explored where relevant and current online resources will be introduced but discussed in a timeless fashion, without focusing on specific software, so that the thinking can be applied to and reconciled with evolving and future platforms, as well as other modes of translation. Each chapter includes an introduction to concepts and issues, explanations and debate, a wide range of examples and exercises and questions throughout. Online resources are included on the Routledge Translation Studies portal. Written by a leading researcher and practising teacher with experience freelancing in the AVT field, this is the ideal core textbook for students on postgraduate courses in AVT and of interest to both practising translators and students in translation studies, multimodal analysis, languages and film studies.
Translation Tools and Technologies
Author: Andrew Rothwell
Publisher: Taylor & Francis
ISBN: 1000859304
Category : Language Arts & Disciplines
Languages : en
Pages : 217
Book Description
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.
Publisher: Taylor & Francis
ISBN: 1000859304
Category : Language Arts & Disciplines
Languages : en
Pages : 217
Book Description
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.
The Travels of Media and Cultural Products
Author: Enrique Uribe-Jongbloed
Publisher: Taylor & Francis
ISBN: 1003803091
Category : Business & Economics
Languages : en
Pages : 111
Book Description
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.
Publisher: Taylor & Francis
ISBN: 1003803091
Category : Business & Economics
Languages : en
Pages : 111
Book Description
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.
New Perspectives in Media Translation
Author: Loukia Kostopoulou
Publisher: Springer Nature
ISBN: 3031628322
Category :
Languages : en
Pages : 333
Book Description
Publisher: Springer Nature
ISBN: 3031628322
Category :
Languages : en
Pages : 333
Book Description
Translation and Localisation in Video Games
Author: Miguel Á. Bernal-Merino
Publisher: Routledge
ISBN: 1317617843
Category : Games & Activities
Languages : en
Pages : 323
Book Description
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.
Publisher: Routledge
ISBN: 1317617843
Category : Games & Activities
Languages : en
Pages : 323
Book Description
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.
Game Localization
Author: Minako O'Hagan
Publisher: John Benjamins Publishing
ISBN: 9027271860
Category : Language Arts & Disciplines
Languages : en
Pages : 388
Book Description
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.
Publisher: John Benjamins Publishing
ISBN: 9027271860
Category : Language Arts & Disciplines
Languages : en
Pages : 388
Book Description
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.
Professional Techniques for Video Game Writing
Author: Wendy Despain
Publisher: CRC Press
ISBN: 0429589824
Category : Computers
Languages : en
Pages : 306
Book Description
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
Publisher: CRC Press
ISBN: 0429589824
Category : Computers
Languages : en
Pages : 306
Book Description
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