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Towards Game Translation User Research

This Element consolidates user-centric inquiry into game localisation by developing a blueprint for game translation user research.

Mikołaj Deckert (Author), Krzysztof W. Hejduk (Author), Miguel Á. Bernal-Merino (Author)

9781009509800, Cambridge University Press

Hardback, published 23 May 2024

96 pages
23.5 x 15.9 x 1.1 cm, 0.28 kg

This Element takes the initiative to highlight the nascent state of audiovisual translation research centring on users of video games. It proposes ways of advancing the research by integrating numerous related perspectives from relevant fields to guide studies in translated game reception into further fruition. The Element offers an accessible overview of possible relationships between translation and its experiencers, showcasing ways to design game reception studies. Examples, methods, tools, and practical concerns are discussed to ultimately develop a blueprint for game translation user research which aims to consolidate scientific user-centric inquiry into video game translation. To that end, the blueprint captures the three-pronged interplay between the parameters of localisation-reception research in facets of user experience, facets of translated games, and facets of game users.

1. What has been done so far – an overview
2. Facets of user experience
3. Facets of translated games
4. Facets of game user(s)
5. Conclusions
References.

Subject Areas: Linguistics [CF]

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