User-Centric Studies in Game Translation and Accessibility

User-Centric Studies in Game Translation and Accessibility
Author: Mikołaj Deckert
Publisher: Taylor & Francis
Total Pages: 197
Release: 2024-11-05
Genre: Language Arts & Disciplines
ISBN: 1040130631

This innovative collection makes the case for a push within the discipline to adopt user-centric perspectives on translated video games and their corresponding accessibility features. The volume demonstrates how audiovisual translation (AVT) and media accessibility (MA) involve decisions that can re-shape the gaming experience of players and other audiences. Contributions in the book outline this in two ways. First, they collectively provide an account of the prospects and challenges that come with user-centric scholarly inquiry in game translation and accessibility. Second, complementarily, they report on original studies and new, exciting findings while adopting the perspective of global users. Taken together, the collection serves as a call to action to systematically advance research eliciting variable types of input from users who take advantage of translation and accessibility services. Such research will facilitate a clearer understanding of how the particular decisions of translators and other relevant agents shape game reception. This book will be of interest to scholars in both translation studies and video game research, as well as those interested in media accessibility and media studies more broadly.

English Classics in Audiovisual Translation

English Classics in Audiovisual Translation
Author: Irene Ranzato
Publisher: Taylor & Francis
Total Pages: 310
Release: 2024-10-23
Genre: Language Arts & Disciplines
ISBN: 1040130887

This collection explores the translation of dialogue from the adaptations of literary classics across audiovisual media, engaging with the question of what makes a classic through an audiovisual translation lens. The volume seeks to fill a gap on the translation of classic texts in AVT research which has tended to focus on contemporary media. The book features well-known British literary texts but places a special emphasis on adaptations of the works of Jane Austen and William Shakespeare, figures whose afterlives have mirrored each other in the proliferation of film and television adaptations of their work. Chapters analyze myriad modes of AVT, including dubbing, subtitling, SDH, and voice-over, to demonstrate the unique ways in which these modes come together in adaptations of classics and raise questions about censorship, language ideologies, cultural references, translation strategies, humor, and language variation. In focusing on translations across geographic contexts, the book offers a richer picture of the linguistic, cultural, and ideological implications of translating literary classics for the screen and the enduring legacy of these works on a global scale. This book will be of interest to scholars in audiovisual translation, literary translation, comparative literature, film and television studies, and media studies.

Game Localization

Game Localization
Author: Minako O'Hagan
Publisher: John Benjamins Publishing
Total Pages: 388
Release: 2013-08-29
Genre: Language Arts & Disciplines
ISBN: 9027271860

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.

Audiovisual Translation and Media Accessibility at the Crossroads

Audiovisual Translation and Media Accessibility at the Crossroads
Author:
Publisher: BRILL
Total Pages: 439
Release: 2012-01-01
Genre: Language Arts & Disciplines
ISBN: 940120781X

This third volume in the Media for All series offers a diverse selection of articles which bear testimony to the vigour and versatility of research and developments in audiovisual translation and media accessibility. The collection reflects the critical impact of new technologies on AVT, media accessibility and consumer behaviour and shows the significant increase in collaborative and interdisciplinary research targeting changing consumer perceptions as well as quality issues. Complementing newcomers such as crowdsourcing and potentially universal emoticons, classical themes of AVT studies such as linguistic analyses and corpus-based research are featured. Prevalent throughout the volume is the impact of technology on both methodologies and content. The book will be of interest to researchers from a wide range of disciplines as well as audiovisual translators, lecturers, trainers and students, producers and developers working in the field of language and media accessibility.

Translation and Localisation in Video Games

Translation and Localisation in Video Games
Author: Miguel Á. Bernal-Merino
Publisher: Routledge
Total Pages: 323
Release: 2014-09-19
Genre: Games & Activities
ISBN: 1317617843

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.

Multilingual Information Retrieval

Multilingual Information Retrieval
Author: Carol Peters
Publisher: Springer Science & Business Media
Total Pages: 232
Release: 2012-01-05
Genre: Computers
ISBN: 3642230083

We are living in a multilingual world and the diversity in languages which are used to interact with information access systems has generated a wide variety of challenges to be addressed by computer and information scientists. The growing amount of non-English information accessible globally and the increased worldwide exposure of enterprises also necessitates the adaptation of Information Retrieval (IR) methods to new, multilingual settings. Peters, Braschler and Clough present a comprehensive description of the technologies involved in designing and developing systems for Multilingual Information Retrieval (MLIR). They provide readers with broad coverage of the various issues involved in creating systems to make accessible digitally stored materials regardless of the language(s) they are written in. Details on Cross-Language Information Retrieval (CLIR) are also covered that help readers to understand how to develop retrieval systems that cross language boundaries. Their work is divided into six chapters and accompanies the reader step-by-step through the various stages involved in building, using and evaluating MLIR systems. The book concludes with some examples of recent applications that utilise MLIR technologies. Some of the techniques described have recently started to appear in commercial search systems, while others have the potential to be part of future incarnations. The book is intended for graduate students, scholars, and practitioners with a basic understanding of classical text retrieval methods. It offers guidelines and information on all aspects that need to be taken into consideration when building MLIR systems, while avoiding too many ‘hands-on details’ that could rapidly become obsolete. Thus it bridges the gap between the material covered by most of the classical IR textbooks and the novel requirements related to the acquisition and dissemination of information in whatever language it is stored.

The Oxford Handbook of Digital Technology and Society

The Oxford Handbook of Digital Technology and Society
Author: Simeon Yates
Publisher: Oxford University Press
Total Pages: 552
Release: 2020-06-01
Genre: Language Arts & Disciplines
ISBN: 0190932619

Required reading for anyone interested in the profound relationship between digital technology and society Digital technology has become an undeniable facet of our social lives, defining our governments, communities, and personal identities. Yet with these technologies in ongoing evolution, it is difficult to gauge the full extent of their societal impact, leaving researchers and policy makers with the challenge of staying up-to-date on a field that is constantly in flux. The Oxford Handbook of Digital Technology and Society provides students, researchers, and practitioners across the technology and social science sectors with a comprehensive overview of the foundations for understanding the various relationships between digital technology and society. Combining robust computer-aided reviews of current literature from the UK Economic and Social Research Council's commissioned project "Ways of Being in a Digital Age" with newly commissioned chapters, this handbook illustrates the upcoming research questions and challenges facing the social sciences as they address the societal impacts of digital media and technologies across seven broad categories: citizenship and politics, communities and identities, communication and relationships, health and well-being, economy and sustainability, data and representation, and governance and security. Individual chapters feature important practical and ethical explorations into topics such as technology and the aging, digital literacies, work-home boundary, machines in the workforce, digital censorship and surveillance, big data governance and regulation, and technology in the public sector. The Oxford Handbook of Digital Technology and Society will equip readers with the necessary starting points and provocations in the field so that scholars and policy makers can effectively assess future research, practice, and policy.

Fun for All

Fun for All
Author: Carmen Mangiron
Publisher: Peter Lang Gmbh, Internationaler Verlag Der Wissenschaften
Total Pages: 0
Release: 2014
Genre: Audio-visual equipment
ISBN: 9783034314503

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 Universal Access Handbook

The Universal Access Handbook
Author: Constantine Stephanidis
Publisher: CRC Press
Total Pages: 1064
Release: 2009-06-11
Genre: Technology & Engineering
ISBN: 1420064991

In recent years, the field of Universal Access has made significant progress in consolidating theoretical approaches, scientific methods and technologies, as well as in exploring new application domains. Increasingly, professionals in this rapidly maturing area require a comprehensive and multidisciplinary resource that addresses current principles