In:Game Localization: Translating for the global digital entertainment industry
Minako O'Hagan and Carme Mangiron
[Benjamins Translation Library 106] 2013
► pp. v–viii
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Published online: 29 August 2013
https://doi.org/10.1075/btl.106.toc
https://doi.org/10.1075/btl.106.toc
Table of contents
Figures and tables
Acknowledgements
About this book
Glossary
Prologue
Introduction
1. The video game and translation
2. The localization paradigm: Localization versus translation
3. Game localization: A practical dimension
4. Translating video games: New vistas for transcreation
5
Cultural contexts of game production: Patronage and rewriting in the digital age
6. Pedagogical issues in training game localizers
7. Game localization research in Translation Studies
Conclusion
References
Gameography
Appendix. Postgraduate courses in game localization in Spain
Index
