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dc.contributor.editorDeckert, Mikołaj
dc.contributor.editorHejduk, Krzysztof W.
dc.date.accessioned2025-02-16T05:41:57Z
dc.date.available2025-02-16T05:41:57Z
dc.date.issued2025
dc.date.submitted2025-01-30T12:35:09Z
dc.identifierhttps://library.oapen.org/handle/20.500.12657/98104
dc.identifier.urihttps://doab-dev.siscern.org/handle/20.500.12854/150799
dc.description.abstractThis 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. Chapters 7 of this book is freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-NonCommercial-NoDerivs (CC BY-NC-ND) license. 
dc.languageEnglish
dc.relation.ispartofseriesRoutledge Research in Audiovisual Translation
dc.rightsopen access
dc.subject.otherVideo game translation,User-centred perspectives,Video game reception,Player-centred studies,Translation studies,Gaming studies,Audiovisual media,Video game studies,Mikolaj Deckert,Krzysztof Hejduk
dc.subject.otherthema EDItEUR::C Language and Linguistics::CF Linguistics
dc.subject.otherthema EDItEUR::C Language and Linguistics::CF Linguistics::CFP Translation and interpretation
dc.subject.otherthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
dc.titleUser-Centric Studies in Game Translation and Accessibility
dc.typebook
oapen.identifier.doi10.4324/9781032628677
oapen.relation.isPublishedByfa69b019-f4ee-4979-8d42-c6b6c476b5f0
oapen.relation.hasChapterChapter 2 The problems with the current taxonomies and definitions used in games studies and possible solutions
oapen.relation.hasChapter46bdead5-78be-4be5-8696-97f151e8e4c8
oapen.relation.hasChapterChapter 7 Arabic mobile game localizations
oapen.relation.hasChapter3b53468c-e562-46f5-99f8-e4ec6e7afa30
oapen.relation.hasChaptercdb5cc04-d083-44cb-bb39-4daafae60df3
oapen.relation.isbn9781032628677
oapen.relation.isbn9781032628653
oapen.relation.isbn9781032628707
oapen.imprintRoutledge


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Chapters in this book

  • Ellefsen, Ugo; Florentin, Valérie (2025)
    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 ...
  • Al‑Batineh, Mohammed (2025)
    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 ...
  • Al‑Batineh, Mohammed (2025)
    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 ...

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