Game localization : translating for the global digital entertainment industry
著者
書誌事項
Game localization : translating for the global digital entertainment industry
(Benjamins translation library, v. 106 . EST subseries)
J. Benjamins, c2013
- : hb
- : pb
- タイトル別名
-
The European Society for Translation studies (EST) subseries
大学図書館所蔵 全18件
  青森
  岩手
  宮城
  秋田
  山形
  福島
  茨城
  栃木
  群馬
  埼玉
  千葉
  東京
  神奈川
  新潟
  富山
  石川
  福井
  山梨
  長野
  岐阜
  静岡
  愛知
  三重
  滋賀
  京都
  大阪
  兵庫
  奈良
  和歌山
  鳥取
  島根
  岡山
  広島
  山口
  徳島
  香川
  愛媛
  高知
  福岡
  佐賀
  長崎
  熊本
  大分
  宮崎
  鹿児島
  沖縄
  韓国
  中国
  タイ
  イギリス
  ドイツ
  スイス
  フランス
  ベルギー
  オランダ
  スウェーデン
  ノルウェー
  アメリカ
注記
Includes bibliographical references (p. [335]-361) and index
内容説明・目次
内容説明
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.
目次
- 1. Figures and tables
- 2. Acknowledgements
- 3. About this book
- 4. Glossary
- 5. Prologue
- 6. Introduction
- 7. 1. The video game and translation
- 8. 2. The localization paradigm: Localization versus translation
- 9. 3. Game localization: A practical dimension
- 10. 4. Translating video games: New vistas for transcreation
- 11. 5 Cultural contexts of game production: Patronage and rewriting in the digital age
- 12. 6. Pedagogical issues in training game localizers
- 13. 7. Game localization research in Translation Studies
- 14. Conclusion
- 15. References
- 16. Gameography
- 17. Appendix. Postgraduate courses in game localization in Spain
- 18. Index
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