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User-Centric Studies in Game Translation and Accessibility

Mikołaj Deckert Krzysztof W. Hejduk

$273

Hardback

Forthcoming
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English
Routledge
05 November 2024
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.
Edited by:   ,
Imprint:   Routledge
Country of Publication:   United Kingdom
Dimensions:   Height: 229mm,  Width: 152mm, 
Weight:   520g
ISBN:   9781032628653
ISBN 10:   1032628650
Series:   Routledge Research in Audiovisual Translation
Pages:   188
Publication Date:  
Audience:   College/higher education ,  Primary
Format:   Hardback
Publisher's Status:   Forthcoming
Contents List of Contributors 01. Introduction: A call for user-centric game translation and accessibility studies Mikołaj 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 Kudła 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

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.

Reviews for User-Centric Studies in Game Translation and Accessibility

“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


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