Mangiron, Carmen / Orero, Pilar / O’Hagan, Minako (eds)
Fun for All
Translation and Accessibility Practices in Video Games
Year of Publication: 2014
Bern, Berlin, Bruxelles, Frankfurt am Main, New York, Oxford, Wien, 2014. 309 pp.
ISBN 978-3-0343-1450-3 pb. (Softcover)
Weight: 0.450 kg, 0.992 lbs
- SFR 98.00
- €* 82.00
- €** 89.80
- € 81.65
- £ 65.00
- US$ 106.95
- SFR 103.25
- €* 97.16
- €** 97.98
- € 81.65
- £ 65.00
- US$ 106.95
» Currency of invoice
* includes VAT – valid for Germany and EU customers without VAT Reg No
** includes VAT – only valid for Austria
Note for the purchase of eBooks
Due to new international tax regulations, Peter Lang will offer its eBooks to private customers exclusively through the following platforms:
Kobo Europe SA
Institutional customers such as libraries and library suppliers are requested to direct their queries concerning the acquisition of eBooks at firstname.lastname@example.org
Peter Lang eBooks are also available through the following library aggregators:
EBL EBook Library
Video games have evolved to become a pervasive format which is beyond entertainment, enjoyed by a broad group of people rather than as a niche activity by hardcore gamers. However, to date, academic studies focusing on game localization and accessibility are few and far between, despite the fact that further research in localization and accessibility would be beneficial to all. The different contributions in this pioneering volume address the emerging fields of Game Accessibility and Game Localization from different angles, providing insightful information about these relatively unexplored academic areas with such close tights to the industry. The volume is divided in two sections: the first section includes four contributions on Game Accessibility, dealing with issues such as universally accessible games and guidelines for promoting accessibility. The second section of the book includes nine contributions focussing on different issues affecting game translation and localization, such as case studies, culturalization, fan translation, and terminology management for the game localization industry.
Contents: Dimitris Grammenos: From Game Accessibility to Universally Accessible Games – Alberto Fernández Costales: Translating Fun for All: Promoting Accessibility in Video Games – Javier Torrente/Ángel Del Blanco/Pablo Moreno-Ger/Iván Martínez-Ortiz/Baltasar Fernández-Manjón: Accessible Games and Education: Accessibility Experiences with e-Adventure – Javier Mairena: How to Make Universally Accessible Video Games – Ornella Lepre: Divided by Language, United by Gameplay: An Example of Ludological Game Localization – Annelies Van Oers: Translation Strategies and Video Game Translation A Case Study of Beyond Good and Evil – Gianna Tarquini: Translating the Onscreen Text Blindfolded: Possibilities and Impossibilities – Rafael Müller Galhardi: Video Games and Fan Translations: A Case Study of Chrono Trigger – Xiaochun Zhang: Terminology Management in Video Games Localisation – Stephen Mandiberg: Games, Localization and Diaspora – Oliver Carreira/Eugenia Arrés: Video Game Localization Training on Offer in Spanish Universities at an Undergraduate Level – Víctor Alonso Lion: New Challenges in Interactive Media Localization Projects – Kate Edwards: Beyond Localization: An Overview of Game Culturalization.
About the author(s)/editor(s)
Carmen Mangiron, PhD, is a lecturer and researcher and chair of the M.A. in Audiovisual Translation at UAB.
Pilar Orero, Phd (UMIST), is the head of research at CAIAC Research Centre (Universitat Autònoma de Barcelona, Spain) and Director of the European MA in Audiovisual Translation at UAB.
Minako O’Hagan, PhD, is a Senior Lecturer in the School of Applied Language and Intercultural Studies (SALIS), Dublin City University.
«The great amount of research-based contributions included in this work turns it into a very updated and trustworthy reference.»
(Alberto Fernández Costales, The Journal of Specialised Translation, 22/2014)