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.
Chapters 2 and 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.
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 2 and 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.
"A must-read intercontinental volume that confidently establishes user-centric research within Audiovisual Translation Studies by articulating investigations from a global array of locales and player constituencies. This book is a fundamental contribution to TS that benefits Academic Research and Professional Practice showing the way ahead."
Dr. Miguel Ángel Bernal-Merino, Lecturer ULPGC and Independent Consultant
"Addressing the methodological and conceptual aspects related to the user-centric study of video games localization, this edited volume can serve as a useful resource for scholars in game user research, translation, and localization, and provide them with a foundation for discussions on audience engagement and cross-cultural adaptation in interactive multimedia entertainment."
Prof. Masood Khoshsaligheh, Ferdowsi University of Mashhad, Iran
"User-Centric Studies in Game Translation and Accessibility is a must-read for anyone in the gaming industry. This innovative collection provides new insights into methodology and localisation, highlighting how audiovisual translation (AVT) and media accessibility (MA) decisions shape the gaming experience. It's essential for advancing inclusive, user-centric research."
Dr. Xiaochun Zhang, University College London
Dr. Miguel Ángel Bernal-Merino, Lecturer ULPGC and Independent Consultant
"Addressing the methodological and conceptual aspects related to the user-centric study of video games localization, this edited volume can serve as a useful resource for scholars in game user research, translation, and localization, and provide them with a foundation for discussions on audience engagement and cross-cultural adaptation in interactive multimedia entertainment."
Prof. Masood Khoshsaligheh, Ferdowsi University of Mashhad, Iran
"User-Centric Studies in Game Translation and Accessibility is a must-read for anyone in the gaming industry. This innovative collection provides new insights into methodology and localisation, highlighting how audiovisual translation (AVT) and media accessibility (MA) decisions shape the gaming experience. It's essential for advancing inclusive, user-centric research."
Dr. Xiaochun Zhang, University College London