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Benjamins Translation Library - 106: Game Localization

Translating for the Global Digital Entertainment Industry

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  • 386 stron
  • 14 godzin czytania

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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.

Zakup książki

Benjamins Translation Library - 106: Game Localization, Minako O'Hagan, Carmen Mangiron

Język
Rok wydania
2013
Oprawa
(miękka)
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Tytuł
Benjamins Translation Library - 106: Game Localization
Podtytuł
Translating for the Global Digital Entertainment Industry
Język
angielski
Rok wydania
2013
Oprawa
miękka
Liczba stron
386
ISBN10
9027224579
ISBN13
9789027224576
Seria
Tagi
Ocena
4 z 5
Opis
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.