Part of
Border Crossings: Translation Studies and other disciplines
Edited by Yves Gambier and Luc van Doorslaer
[Benjamins Translation Library 126] 2016
► pp. 309330
References (30)
References
Aarseth, Espen. 2001.“Computer Game Studies, Year One.” Game Studies 1(1). Accessed August 23, 2014. [URL]Google Scholar
Abdallah, Kristiina and Kaisa Koskinen. 2007. “Managing Trust: Translating and the Network Economy.” Meta 52 (4), 673–687. Accessed April 8, 2015. [URL] DOI logoGoogle Scholar
Baldur’s Game Community Page. 2014. Accessed August 28, 2014. [URL]
Bernal-Merino, Miguel. 2015. Translation and Localisation in Video Games: Making Entertainment Software Global. New York and London: Routledge.Google Scholar
Chandler, Heather M. and Stephanie O’Malley Deming. 2012. The Game Localization Handbook (2nd ed.). Sudbury, MA; Ontario and London: Jones & Bartlett Learning.Google Scholar
Chandler, Heather M. 2005. The Game Localization Handbook. Massachusetts: Charles River Media.Google Scholar
Díaz Montón, Diana. 2007. “It’s a funny game.” The Linguist 46 (3).Google Scholar
Dietz, Frank. 2006. “Issues in Localizing Computer Games.” In Perspectives in Localization, ed. by Keiran J. Dunne, pp. 121–134. Amsterdam: John Benjamins. DOI logoGoogle Scholar
Doucet, Lars. 2014. “Was Localizing Your Game Worth It”. Fortress of Doors Blog. Accessed Sept 28, 2014. [URL]Google Scholar
Dovey, John, and Helen W. Kennedy. 2006. Game Cultures: Computer Games as New Media. Berkshire: Open University Press.Google Scholar
Edwards, Kate. 2008. “Reaching the Global Gamer.” Multilingual 19 (7): 26–27.Google Scholar
. 2012. “Culturalization of Game Content.” In The Game Localization Handbook (2nd ed.), ed. by Heather Chandler and Stephanie O’Malley Deming, 19–34. Sudbury, MA; Ontario and London: Jones & Bartlett Learning.Google Scholar
Egenfeldt-Nielsen, Simon, Jonas H. Smith, and Susana P. Tosca. 2013. Understanding Video Games: Essential introduction (2nd ed.). New York and London: Routledge.Google Scholar
Final Fantasy Archives and Final Fantasy Anniversary DVD. 2007. Tokyo: Square Enix.Google Scholar
Gee, James and Elizabeth R. Hayes. 2011. Language and Learning in the Digital Age. London and New York: Routledge.Google Scholar
Honeywood, Richard and Jon Fung. 2012. Best Practices for Game Localization. Accessed September 7, 2014. [URL]
Jayemanne, Darshana. 2009. “Generations and Game Localization.” An Interview with Alexander O. Smith, Steven Anderson and Matthew Alt. The Journal for Computer Game Culture 3 (2): 135–147.Google Scholar
Jenkins, Henry. 2003. “Transmedia Storytelling: Moving Characters from Books to Films to Video Games Can Make Them Stronger and More Compelling.” Technology Review. Accessed August 15, 2014. [URL]Google Scholar
Karamanis, Nikiforos, Luz, Saturnino and Gavin Doherty. 2011. Translation practice in the workplace: contextual analysis and implications for machine translation, Machine Translation 25, 35–52. DOI logoGoogle Scholar
Mandiberg, Stephen. 2014. “Game, Localization and Diaspora”. In Fun for all: Translation and Accessibility Practices in Video Games, Mangiron, C., Orero, P. and O’Hagan, M. (eds), 217–242. Bern, Berlin, Brussels, Frankfurt am Main, New York, Oxford, Wien: Peter Lang.Google Scholar
Mangiron, Carmen. 2006. “Video Game Localization: Posing New Challenges to the Translator.” Perspectives 14 (4): 306–317.Google Scholar
Mangiron, Carmen and Minako O’Hagan. 2006. “Game Localization: Unleashing Imagination with ‘Restricted’ Translation.” Jostrans: The Journal of Specialised Translation 6: 10–21. Accessed August 11, 2014. [URL].Google Scholar
Massey, Gary and Maureen Ehrensberger-Dow. 2012. “Evaluating the process: implications for curriculum development.” In Translationswissenschaft interdisziplinär: Fragen der Theorie und der Didaktik, Zybatow, Lew, Petrova, Alena, & Ustaszewski, Michael (eds). Frankfurt am Main u.a: Peter Lang.Google Scholar
Mäyrä, Frans. 2006. “Welcome to Mapping the Global Game Cultures: Issues For a Socio-Cultural Study of Games and Players.” Accessed July 19, 2011. [URL]
O’Hagan, Minako and Carmen Mangiron. 2013. Game Localization: Translating for the global digital entertainment industry. Amsterdam: John Benjamins. DOI logoGoogle Scholar
Smith, O. Alexander. 2001. “The Last Word.” すばる [Subaru] 12: 36–37.Google Scholar
Tomala, Anna Maya. 2014. Using the crowd in game development. Multilingual, p. 39–41.Google Scholar
Williams, Jenny. 2013. Theories of Translation. New York: Palgrave MacMillan. DOI logoGoogle Scholar
Wilson, O. Edward. 1998. Consilience: The Unity of Knowledge. New York: Alfred A Knopf.Google Scholar
Wolf, Mark J.P. and Bernard Perron. 2009. Video Game Theory Reader 2. New York: Routledge.Google Scholar
Cited by (15)

Cited by 15 other publications

Kuo, Arista Szu-Yu & Zheng Ci Lai
2024.  An exploration of linguistic preferences in the Chinese Malaysian gaming community: Stardew Valley as a case study . The Translator 30:2  pp. 179 ff. DOI logo
Zoraqi, Amir Arsalan & Movahede Sadat Mousavi
Khoshsaligheh, Masood, Amir Arsalan Zoraqi, Salasiah Che Lah & Miguel Ángel Bernal-Merino
2023. Persian game localization scene in Iran: taking stock. Perspectives  pp. 1 ff. DOI logo
KARAGÖZ, Selahattin
2021. Indie game localization communities as spheres of interaction. RumeliDE Dil ve Edebiyat Araştırmaları Dergisi :Ö9  pp. 492 ff. DOI logo
Karagöz, Selahattin
2023. Chapter 6. Recirculated, recontextualized, reworked. In Translation Flows [Benjamins Translation Library, 163],  pp. 107 ff. DOI logo
Mejías-Climent, Laura
2021. Game Localization: Stages and Particularities. In Enhancing Video Game Localization Through Dubbing,  pp. 79 ff. DOI logo
Mejías-Climent, Laura
2021. The History of Localization and Dubbing in Video Games. In Enhancing Video Game Localization Through Dubbing,  pp. 43 ff. DOI logo
Mejías-Climent, Laura
2021. Dubbing Analysis Through Game Situations: Four Case Studies. In Enhancing Video Game Localization Through Dubbing,  pp. 163 ff. DOI logo
Hsu, Hao
2020. Localization and culturalization for a history-based game. The Journal of Internationalization and Localization 7:1-2  pp. 28 ff. DOI logo
Khoshsaligheh, Masood & Saeed Ameri
2020. Video game localisation in Iran: a survey of users’ profile, gaming habits and preferences. The Translator 26:2  pp. 190 ff. DOI logo
Wu, Zhiwei & Zhuojia Chen
2020. Localizing Chinese games for Southeast Asian markets. The Journal of Internationalization and Localization 7:1-2  pp. 49 ff. DOI logo
Méndez González, Ramón
2019. Specialized Terminology in the Video Game Industry: Neologisms and their Translation. Vertimo studijos 12  pp. 71 ff. DOI logo
Méndez González, Ramón
2023. Localización de videojuegos: herramientas formativas para nuevas prácticas traductivas y paratraductivas. Meta 67:3  pp. 558 ff. DOI logo
Mangiron, Carme
2017. Research in game localisation. The Journal of Internationalization and Localization 4:2  pp. 74 ff. DOI logo
O’Hagan, Minako
2017. Seeking delocalization. The Journal of Internationalization and Localization 4:2  pp. 183 ff. DOI logo

This list is based on CrossRef data as of 25 july 2024. Please note that it may not be complete. Sources presented here have been supplied by the respective publishers. Any errors therein should be reported to them.