
Game Localization
Translating for the global digital entertainment industry
John Benjamins Publishing Co
Published on 29. August 2013
Book
Paperback/Softback
374 pages
978-90-272-2457-6 (ISBN)
Description
Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive introduction to the topic of game localization the book draws on the literature in Game Studies as well as Translation Studies. The book's readership is intended to be translation scholars, game localization practitioners and those in Game Studies developing research interest in the international dimensions of the digital entertainment industry. The book aims to provide a road map for the dynamic professional practices of game localization and to help readers visualize the expanding role of translation in one of the 21st century's key global industries.
More details
Series
Language
English
Place of publication
Amsterdam
Netherlands
Target group
Professional and scholarly
Illustrations
+ index
Weight
670 gr
ISBN-13
978-90-272-2457-6 (9789027224576)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

Minako O'Hagan | Carme Mangiron
Game Localization
Translating for the global digital entertainment industry
Book
08/2013
John Benjamins Publishing Co
€104.94
Shipment within 10-15 days

Minako O'Hagan | Carmen Mangiron
Game Localization
Translating for the global digital entertainment industry
E-Book
08/2013
1st Edition
John Benjamins Publishing Company
€123.99
Available for download
Persons
Content
1. Figures and tables; 2. Acknowledgements; 3. About this book; 4. Glossary; 5. Prologue; 6. Introduction; 7. 1. The video game and translation; 8. 2. The localization paradigm: Localization versus translation; 9. 3. Game localization: A practical dimension; 10. 4. Translating video games: New vistas for transcreation; 11. 5 Cultural contexts of game production: Patronage and rewriting in the digital age; 12. 6. Pedagogical issues in training game localizers; 13. 7. Game localization research in Translation Studies; 14. Conclusion; 15. References; 16. Gameography; 17. Appendix. Postgraduate courses in game localization in Spain; 18. Index