Cover image for Fun for All : Translation and Accessibility Practices in Video Games.
Fun for All : Translation and Accessibility Practices in Video Games.
Title:
Fun for All : Translation and Accessibility Practices in Video Games.
Author:
Mangiron, Carmen.
ISBN:
9783035106671
Personal Author:
Physical Description:
1 online resource (311 pages)
Series:
Documents diplomatiques français
Contents:
Cover -- Table of contents 7 -- CARMEN MANGIRON, PILAR ORERO & MINAKO O'HAGAN Fun for All: Translation and Accessibility Practices in Video Games 9 -- Conventions used in the book 17 -- Section I: Game accessibility 19 -- DIMITRIS GRAMMENOS From Game Accessibility to Universally Accessible Games 21 -- ALBERTO FERNÁNDEZ COSTALES Translating Fun for All: Promoting Accessibility in Video Games 45 -- JAVIER TORRENTE, ÁNGEL DEL BLANCO, PABLO MORENO-GER, IVÁN MARTÍNEZ-ORTIZ and BALTASAR FERNÁNDEZ-MANJÓN Accessible Games and Education: Accessibility Experiences with e-Adventure 67 -- JAVIER MAIRENA How to Make Universally Accessible Video Games 91 -- Section II: Game translation 109 -- ORNELLA LEPRE Divided by Language, United by Gameplay: An Example of Ludological Game Localization 111 -- ANNELIES VAN OERS Translation Strategies and Video Game Translation A Case Study of Beyond Good and Evil 129 -- GIANNA TARQUINI Translating the Onscreen Text Blindfolded: Possibilities and Impossibilities 149 -- RAFAEL MÜLLER GALHARDI Video Games and Fan Translations: A Case Study of Chrono Trigger 175 -- XIAOCHUN ZHANG Terminology Management in Video Games Localisation 197 -- STEPHEN MANDIBERG Games, Localization and Diaspora 217 -- OLIVER CARREIRA & EUGENIA ARRÉS Video Game Localization Training on Offer in Spanish Universities at an Undergraduate Level 243 -- VÍCTOR ALONSO LION New Challenges in Interactive Media Localization Projects 269 -- KATE EDWARDS Beyond Localization: An Overview of Game Culturalization 287 -- Notes on Contributors 305.
Abstract:
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.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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