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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.
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.
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Autorenporträt
Miköaj Deckert is an Associate Professor at the Institute of English Studies, University of Lodz, Poland. Krzysztof W. Hejduk is a PhD candidate at the Doctoral School of Humanities, University of Lodz, Poland.
Inhaltsangabe
Contents
List of Contributors
01. Introduction: A call for user-centric game translation and accessibility studies
Mikolaj Deckert & Krzysztof Hejduk
Part 1: Prospects and challenges
02. The problems with the current taxonomies and definitions used in games studies and possible solutions: terminological unravelling for use in quantitative research on games, gamers and players.
Ugo Ellefsen & Valérie Florentin
03. Exploring research avenues in user-centric studies for minority languages
Itziar Zorrakin-Goikoetxea
04. Eye Tracking in Video Game Localization Player-centric Studies
Dominik Kudla
05. Accessibility as Game Culturalisation
Paul Cairns, Christopher Power & Jen Beeston
Part 2: User-centric studies
06. Unveiling Nuances of Streaming Localized Video Games: The Case of Iranian Gameplay Streams
Saeed Ameri
07. Arabic Mobile Game Localizations: Gamer Profiles, Preferences, and Implications for an Immersive Gaming Experience
Mohammed Al-Batineh
08. Persons with Visual Disabilities Play Too: Gaming Habits and Preferences
María Eugenia Larreina-Morales & Carme Mangiron
09. Assessing personality traits and localisation testing skills through game-based decision-making and error detection
01. Introduction: A call for user-centric game translation and accessibility studies
Mikolaj Deckert & Krzysztof Hejduk
Part 1: Prospects and challenges
02. The problems with the current taxonomies and definitions used in games studies and possible solutions: terminological unravelling for use in quantitative research on games, gamers and players.
Ugo Ellefsen & Valérie Florentin
03. Exploring research avenues in user-centric studies for minority languages
Itziar Zorrakin-Goikoetxea
04. Eye Tracking in Video Game Localization Player-centric Studies
Dominik Kudla
05. Accessibility as Game Culturalisation
Paul Cairns, Christopher Power & Jen Beeston
Part 2: User-centric studies
06. Unveiling Nuances of Streaming Localized Video Games: The Case of Iranian Gameplay Streams
Saeed Ameri
07. Arabic Mobile Game Localizations: Gamer Profiles, Preferences, and Implications for an Immersive Gaming Experience
Mohammed Al-Batineh
08. Persons with Visual Disabilities Play Too: Gaming Habits and Preferences
María Eugenia Larreina-Morales & Carme Mangiron
09. Assessing personality traits and localisation testing skills through game-based decision-making and error detection
José Ramón Calvo-Ferrer
Index
Rezensionen
"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
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