Part of
Reception Studies and Audiovisual Translation
Edited by Elena Di Giovanni and Yves Gambier
[Benjamins Translation Library 141] 2018
► pp. 277296
References
AEVI
2015El videojuego en España. Accessed May 4, 2017. [URL]
Arnáiz, Verónica
2015 “Viewers’ Perception of SDH in Spain: An Eye-Tracking Study.” In The Reception of Subtitles for the Deaf and Hard-of-Hearing in Europe, by Pablo Romero-Fresco (ed), 95–116. Bern: Peter Lang.Google Scholar
Bernal-Merino, Miguel Ángel
2009 “Video games and children’s books in translation”. JoSTRANS: The Journal of Specialised Translation (11): 234–247. Accessed: January 7, 2017. Online at: [URL]Google Scholar
2011 “A Brief History of Game Localisation”. TRANS. Revista de Traductología 15. Special issue on games localisation, 11–17. Accessed December 16, 2016. [URL]Google Scholar
2016 “Glocalisation and Co-Creation: Trends in International Game Production”. In Media Across Borders: Localizing TV, Film, and Video Games, by Iain Robert Smith, Andrea Esser and Miguel Ángel Bernal-Merino (eds), 202–220. London/New York: Routledge.Google Scholar
Chandler, Heather M.
2005The Game Localisation Handbook. Hingham, Massachusetts: Charles River Media.Google Scholar
Chiaro, Delia
2004 “Investigating the perception of translated Verbally Expressed Humour on Italian TV.” ESP Across Cultures 1 (1): 35–52.Google Scholar
Dellepiane, Alain
2014LocJam 2014: A Perspective. Accessed December 16, 2016. [URL]Google Scholar
Ellefsen, Ugo
2016Harnessing the roar of the crowd: A quantitative study of language preferences in video games of French players of the Northern Hemisphere. Unpublished MA dissertation, University of Roehampton.Google Scholar
Fernández Costales, Alberto
2014Video game localisation: adapting superheroes to different cultures. Quaderns: revista de traducció 21: 225–239. Accessed December 13, 2016. [URL]Google Scholar
2016 “Analyzing Player’s Perception on the Translation of Video Games”. In Media Across Borders: Localizing TV, Film, and Video Games, by Iain Robert Smith, Andrea Esser and Miguel Ángel Bernal-Merino (eds), 183–201. London/New York: Routledge.Google Scholar
Fuentes Luque, Adrián
2013 “An Empirical Approach to the Reception of AV Translated Humour”. The Translator 9 (2): 293–306. DOI logoGoogle Scholar
Geurts, Francine
2015What do you want to play? The desirability of video game translations from English into Dutch according to Dutch gamers and non-gamers. MA dissertation, University of Leiden. Accessed December 13, 2016. [URL]Google Scholar
Holmqvist, Kenneth, Nyström, Marcus, Andersson, Richard, Dewhurst, Richard Jarodzka, Halszka, and Joost van de Weijer
2011Eye Tracking: A Comprehensive Guide to Methods and Measures. Oxford: Oxford University Press.Google Scholar
IGDA Localisation SIG
2014Winners of LocJam 2014. Accessed December 19, 2016. [URL]Google Scholar
ISFE
2012Video gamers in Europe 2012: Consumer study. Accessed December 19, 2016. [URL]Google Scholar
Kruger, Jean-Louis, Szarkowska, Agnieszka, and Krejtz, Izabela
2015 “Subtitles on the Moving Image: An Overview of Eye Tracking Studies”. Refractory: A Journal of Entertainment Media 25. Accessed December 16, 2016. [URL].Google Scholar
Mangiron, Carme
2013 “Subtitling in Game Localisation: A Descriptive Study”. Perspectives: Studies in Translatology 21 (1): 42–56. DOI logoGoogle Scholar
2014 “What makes a good translation? Quality in game localisation”. Paper presented at the 10th Languages and the Media Conference, Berlin, 7th November 2014.
2016 “Reception of game subtitles: An empirical study”. The Translator, 22 (1), 72–93.DOI logoGoogle Scholar
Mangiron, Carme and O’Hagan, Minako
2006 “Game Localisation: Unleashing Imagination with ‘Restricted’ Translation”. Jostrans: The Journal of Specialised Translation 6: 10–21. Accessed December 13, 2016. [URL].Google Scholar
Martin, G. Neil and Sullivan, Erin
2013 “Sense of Humor Across Cultures: A Comparison of British, Australian and American Respondents”. North American Journal of Psychology 15 (2): 375–384.Google Scholar
O’Hagan, Minako
2009 “Towards a Cross-cultural Game Design: An Explorative Study in Understanding the Player Experience of a Localised Japanese Video Game”. Jostrans: The Journal of Specialised Translation 11: 211–233. Accessed December 13, 2016. [URL].Google Scholar
2016 “Game Localisation as Emotion Engineering: Methodological Exploration”. In Conflict and Communication: A Changing Asia in a Globalising World, by Minako O’Hagan and Qi Zhang (eds), 81–102. New York: Nova.Google Scholar
O’Hagan, Minako and Mangiron, Carme
2013Game localisation: Translating for the Global Digital Age. Amsterdam/Philadelphia: John Benjamins. DOI logoGoogle Scholar
Rossato, Linda and Chiaro, Delia
2010 “Audiences and translated humour: An empirical study”. In Translation, humour and the media, Delia Chiaro (ed), 121–137. London: Continuum.Google Scholar
Skoog, Karin E.
2013 “The Regional Differences of Languages and Their Impact on Game Localisation: Exploring Spanish Localisation across the Americas”. Gamasutra, 11 September 2013. Accessed January 7, 2017. < [URL]>Google Scholar
Szarkowska, Agnieszka, Izabela Krejtz, Krzysztof Krejtz, and Andrew Duchowski
2013 “Harnessing the Potential of Eye-tracking for Media Accessibility”. In Translation Studies and Eye-Tracking Analysis, by Sambor Grucza, Monika Pluzyczka, and Justina Zajac, 153–183. Bern: Peter Lang.Google Scholar
Suojanen, Tytti, Kaisa Koskinen and Tiina Tuominen
2014User-centered translation. London/New York: Routledge.Google Scholar
Cited by

Cited by 7 other publications

Deckert, Mikołaj & Krzysztof Hejduk
2022. Videogame localisation, spelling errors and player reception. Translation, Cognition & Behavior 5:1  pp. 27 ff. DOI logo
Deckert, Mikołaj & Krzysztof Hejduk
2024. Can video game subtitling shape player satisfaction?. Perspectives 32:1  pp. 59 ff. DOI logo
Jarrah, Shatha, Saleh Al-Salman & Ahmad S Haider
2023. Video Games Localization into Arabic: Gamers' Reactions to Localizing PUBG and Free Fire. Journal of Social Computing 4:1  pp. 74 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
Mejías-Climent, Laura
2021. Conclusion. In Enhancing Video Game Localization Through Dubbing,  pp. 223 ff. DOI logo
Mejías-Climent, Laura
2021. Dubbing in Video Games. In Enhancing Video Game Localization Through Dubbing,  pp. 117 ff. DOI logo
Zorrakin-Goikoetxea, Itziar
2022. Transcreación y adaptación cultural en videojuegos: proceso, producto y recepción. TRANS: Revista de Traductología 26:1  pp. 213 ff. DOI logo

This list is based on CrossRef data as of 22 march 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.