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dc.contributor.authorAl‑Batineh, Mohammed
dc.date.accessioned2025-12-01T21:47:22Z
dc.date.available2025-12-01T21:47:22Z
dc.date.issued2025
dc.date.submitted2025-01-30T12:45:55Z
dc.identifierhttps://library.oapen.org/handle/20.500.12657/98106
dc.identifier.urihttps://doab-dev.siscern.org/handle/20.500.12854/208150
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.rightsopen access
dc.subject.classificationthema EDItEUR::C Language and Linguistics::CF Linguistics
dc.subject.classificationthema EDItEUR::C Language and Linguistics::CF Linguistics::CFP Translation and interpretation
dc.subject.classificationthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies
dc.subject.otherMobile Game Localization,Mobile Gaming,Arabic Localization,Localization Reception,Freemium Model
dc.titleChapter 7 Arabic mobile game localizations
dc.title.alternativeGamer profiles, preferences, and implications for an immersive gaming experience
dc.typechapter
oapen.identifier.doi10.4324/9781032628677-9
oapen.relation.isPublishedByfa69b019-f4ee-4979-8d42-c6b6c476b5f0
oapen.relation.isPartOfBookbbf083de-843e-45e9-904f-498b1f449da8
oapen.relation.isFundedBy10cb0fd8-202e-4c99-9860-ea205b9d8299
oapen.relation.isFundedBy3c0bb05d-0ca1-4009-a5f0-d673bf486654
oapen.relation.isbn9781032628653
oapen.relation.isbn9781032628707
oapen.imprintRoutledge
oapen.pages20
peerreview.review.typeProposal
peerreview.anonymitySingle-anonymised
peerreview.reviewer.typeInternal editor
peerreview.reviewer.typeExternal peer reviewer
peerreview.review.stagePre-publication
peerreview.open.reviewNo
peerreview.publish.responsibilityPublisher
peerreview.idbc80075c-96cc-4740-a9f3-a234bc2598f1
dc.relationisFundedBy10cb0fd8-202e-4c99-9860-ea205b9d8299
peerreview.titleProposal review


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