User-Centric Studies in Game Translation and Accessibility
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. 

1145410147
User-Centric Studies in Game Translation and Accessibility
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. 

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User-Centric Studies in Game Translation and Accessibility

User-Centric Studies in Game Translation and Accessibility

User-Centric Studies in Game Translation and Accessibility

User-Centric Studies in Game Translation and Accessibility

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Overview

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. 


Product Details

ISBN-13: 9781032628653
Publisher: Taylor & Francis
Publication date: 11/05/2024
Series: Routledge Research in Audiovisual Translation
Pages: 196
Product dimensions: 6.00(w) x 9.00(h) x (d)

About the Author

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.

Table of Contents

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

 

 

 

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