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BITRA. BIBLIOGRAFÍA DE INTERPRETACIÓN Y TRADUCCIÓN

 
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Tema:   Localización. Audiovisual. Género. Accesibilidad.
Autor:   Mangiron Hevia, Carme; Pilar Orero & Minako O'Hagan (eds.)
Año:   2014
Título:   Fun for All. Translation and Accessibility Practices in Video Games
Lugar:   Bern
Editorial/Revista:   Peter Lang
Páginas:   309
Idioma:   Inglés.
Tipo:   Libro.
ISBN/ISSN/DOI:   ISBN: 9783034314503.
Disponibilidad:   Alicante BG
Índice:   I: Game accessibility. 1. Dimitris Grammenos - From Game Accessibility to Universally Accessible Games (21-44); 2. Alberto Fernández Costales - Translating Fun for All: Promoting Accessibility in Video Games (45-66); 3. Javier Torrente; Angel del Blanco; Pablo Moreno Ger; Iván Martínez Ortiz & Baltasar Fernández Manjón - Accessible Games and Education: Accessibility Experiences with e-Adventure (67-90); 4. Javier Mairena - How to Make Universally Accessible Video Games (91-110). II: Game translation. 5. Ornella Lepre - Divided by Language, United by Gameplay: An Example of Ludological Game Localization (111-128); 6. Annelies van Oers - Translation Strategies and Video Game Translation: A Case Study of Beyond Good and Evil (129-148); 7. Gianna Tarquini - Translating the Onscreen Text Blindfolded: Possibilities and Impossibilities (149-174); 8. Rafael Müller Galhardi - Video Games and Fan Translations: A Case Study of Chrono Trigger (175-196); 9. Xiaochun Zhang - Terminology Management in Video Games Localisation (197-216); 10. Stephen Mandiberg - Games, Localization and Diaspora (217-242); 11. Oliver Carreira & Eugenia Arrés - Video Game Localization Training on Offer in Spanish Universities at an Undergraduate Level (243-268); 12. Víctor Alonso Lion - New Challenges in Interactive Media Localization Projects (269-286); 13. Kate Edwards - Beyond Localization: An Overview of Game Culturalization (287-304).
Resumen:   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. [Source: Editors]
Comentarios:   Proceedings of the first International Conference onTranslation and Accessibility in Video Games and Virtual Worlds held at the Universitat Autònoma de Barcelona (UAB) on 2–3 December 2010.
Impacto:   1i- Fernández Costales, Alberto. 2014. Review in: Jostrans - The Journal of Specialised Translation 22, pp. 224-226; 2i- Bonis, Giusepe de. 2015. Review in: Parallèles 27:2, pp. 104-107; 3i- Mejías Climent, Laura. 2018. 8007cit; 4i- Tarquini, Gianna & Richard E. McDorman. 2019. 7832cit
 
 
2001-2020 Universidad de Alicante DOI: 10.14198/bitra
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