Towards Game Translation User Research
Seiten
2024
Cambridge University Press (Verlag)
978-1-009-50980-0 (ISBN)
Cambridge University Press (Verlag)
978-1-009-50980-0 (ISBN)
This Element takes the initiative to highlight the audiovisual translation research centring on users of video games. It offers an overview of possible relationships between translation and its experiencers. The interplay between the reception research in user experience, facets of translated games, and facets of game users is seen.
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.
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.
1. What has been done so far – an overview; 2. Facets of user experience; 3. Facets of translated games; 4. Facets of game user(s); 5. Conclusions; References.
Erscheinungsdatum | 14.05.2024 |
---|---|
Reihe/Serie | Elements in Translation and Interpreting |
Zusatzinfo | Worked examples or Exercises |
Verlagsort | Cambridge |
Sprache | englisch |
Gewicht | 277 g |
Themenwelt | Geisteswissenschaften ► Sprach- / Literaturwissenschaft ► Sprachwissenschaft |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Wirtschaft ► Betriebswirtschaft / Management ► Wirtschaftsinformatik | |
ISBN-10 | 1-009-50980-2 / 1009509802 |
ISBN-13 | 978-1-009-50980-0 / 9781009509800 |
Zustand | Neuware |
Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
Haben Sie eine Frage zum Produkt? |
Mehr entdecken
aus dem Bereich
aus dem Bereich
Buch | Softcover (2021)
BILDNER Verlag
29,90 €
das umfassende Handbuch
Buch | Hardcover (2024)
Rheinwerk (Verlag)
49,90 €