Fr. 210.00

User-Centric Studies in Game Translation and Accessibility

English · Hardback

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Description

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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.

List of contents

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
José Ramón Calvo-Ferrer

Index



About the author










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.


Summary

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.

Report

"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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