Aimed at promoting a broader interdisciplinary discussion, this paper explores translation and entertainment in the context of current and emerging technological trends from a perspective beyond strictly Translation Studies concerns. Taking the case of video games as a rapidly growing modern digital entertainment genre, the article examines the concept of adaptation and how transmedia and remediation might further impact translation practices. It hints at a new development of translation itself as a form of entertainment, which may tie in with the concept of gamification to stimulate further thinking into the future of translation and entertainment.
2021. Where translation impacts: The non-professional community on Chinese online social media – A descriptive case study on the user-generated translation activity of Bilibili content creators. Global Media and China 6:2 ► pp. 171 ff.
2021. A Bibliometric Analysis of Gamification Research. IEEE Access 9 ► pp. 46505 ff.
Canalès, Audrey
2020. Transmedia, Translation and Adaptation: Parallel Universes or Complex System?. TTR 33:1 ► pp. 55 ff.
Hirci, Nataša & Agnes Pisanski Peterlin
2020. Face-to-face and Wiki revision in translator training: exploring the advantages of two modes of collaboration. The Interpreter and Translator Trainer 14:1 ► pp. 38 ff.
2015. Developing a Blueprint for a Technology-mediated Approach to Translation Studies. Meta 60:1 ► pp. 135 ff.
This list is based on CrossRef data as of 30 december 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.