User-Centric Studies in Game Translation and Accessibility

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Audiovisual media
audiovisual translation
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B01=Krzysztof W. Hejduk
B01=Mikoaj Deckert
Category1=Non-Fiction
Category=CBX
Category=CFP
Category=DS
Category=H
Category=JBCT
Category=JFD
Category=NH
COP=United Kingdom
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disability inclusive gaming
empirical studies in game accessibility
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eq_dictionaries-language-reference
eq_history
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eq_nobargain
eq_non-fiction
eq_society-politics
Gaming studies
Krzysztof Hejduk
Language_English
localization research
media accessibility
Mikolaj Deckert
minority language gaming
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player experience analysis
Player-centred studies
Price_€100 and above
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softlaunch
Translation studies
User-centred perspectives
Video game reception
Video game studies
Video game translation

Product details

  • ISBN 9781032628653
  • Weight: 453g
  • Dimensions: 152 x 229mm
  • Publication Date: 05 Nov 2024
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Hardback
  • Language: English
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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.

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.

Mikołaj 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.