Game Localization
Translating for the global digital entertainment industry
Seiten
2013
John Benjamins Publishing Co (Verlag)
978-90-272-2457-6 (ISBN)
John Benjamins Publishing Co (Verlag)
978-90-272-2457-6 (ISBN)
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.
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.
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.
1. Figures and tables; 2. Acknowledgements; 3. About this book; 4. Glossary; 5. Prologue; 6. Introduction; 7. 1. The video game and translation; 8. 2. The localization paradigm: Localization versus translation; 9. 3. Game localization: A practical dimension; 10. 4. Translating video games: New vistas for transcreation; 11. 5 Cultural contexts of game production: Patronage and rewriting in the digital age; 12. 6. Pedagogical issues in training game localizers; 13. 7. Game localization research in Translation Studies; 14. Conclusion; 15. References; 16. Gameography; 17. Appendix. Postgraduate courses in game localization in Spain; 18. Index
Erscheint lt. Verlag | 29.8.2013 |
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Reihe/Serie | Benjamins Translation Library ; 106 |
Verlagsort | Amsterdam |
Sprache | englisch |
Gewicht | 680 g |
Themenwelt | Geisteswissenschaften ► Sprach- / Literaturwissenschaft ► Sprachwissenschaft |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Wirtschaft ► Betriebswirtschaft / Management ► Wirtschaftsinformatik | |
ISBN-10 | 90-272-2457-9 / 9027224579 |
ISBN-13 | 978-90-272-2457-6 / 9789027224576 |
Zustand | Neuware |
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