Cover not available

Article published In: Game Localisation
Edited by Xiaochun Zhang and Samuel Strong
[The Journal of Internationalization and Localization 4:2] 2017
► pp. 183202

Get fulltext from our e-platform
References (34)
References
Altis, Nathan. 2015. I Am Error. Cambridge, Mass.: MIT Press. Google Scholar logo with link to Google Scholar
Ashcraft, Brian. 2015. Why Some People Are Calling Fire Emblem Fates ‘Homophobic’, Kotaku . Accessed December. [URL]
Baseel, Andrew. 2015. Police in Japan arrest five men connected with illegal upload of One Piece manga and translation, Rocket News 24. Accessed December. [URL]
Bonds, Curtis. 2016. “Fire Emblem: Fates Changes Controversial Support Conversation in Western Regions”, Nintendo World Report. Accessed January. [URL]
Burn, Andrew. 2006. Reworking the text: Online fandom. In Diane Carr, David Buckingham, Andrew Burn & Gareth Schott (eds.), Computer games: Text, narrative and play, 88–102. Cambridge, MA: Polity Press.Google Scholar logo with link to Google Scholar
Consalvo, Mia. 2016. Atari to Zelda: Japan’s Videogames in Global Contexts. Cambridge, MA: MIT Press. Google Scholar logo with link to Google Scholar
Cubbison, Lorie. 2005. “Anime Fans, DVDs, and the Authentic Text.” The Velvet Light Trap 561: 45–57. Google Scholar logo with link to Google Scholar
de Sola Pool, Ithiel. 1983. Technologies of Freedom. Cambridge, MA: Harvard University Press.Google Scholar logo with link to Google Scholar
Dietz, Frank. 2006. Issues in localizing computer games. In Keiran J. Dunne (ed.), Perspectives in localization, 121–134. Amsterdam: John Benjamins. Google Scholar logo with link to Google Scholar
Dovey, John & Helen W. Kennedy. 2006. Game cultures: Computer games as new media. Berkshire: Open University Press.Google Scholar logo with link to Google Scholar
Handrahan, Matthew. 4 April, 2016. Nintendo denies bowing to GamerGate pressure in employee firing: Update: IGDA issues statement on Alison Rapp dismissal. Accessed January. [URL]
Hetcher, Steven. 2013. “Amateur creative digital content and proportional commerce.” In Amateur Media: Social, Cultural and Legal Perspectives. Edited by Hunter, Dan, Ramon Lobato, Megan Richardson and Julian Thomas, 35–52. London: Routledge.Google Scholar logo with link to Google Scholar
Jenkins, Henry. 2006. Convergence culture: where old and new media collide. New York: New York University Press.Google Scholar logo with link to Google Scholar
Kain, Eric. 2016. “Fire Emblem Fates’ And The Curious Case Of Localization Gone Terribly Wrong”, Forbes. Accessed January. [URL]
Klepek, Patrick. 2015. 14 December. From Japan, With Changes: The Endless Debate Over Video Game ‘Censorship’ Kotaku . Accessed December. [URL]
. 2016a. 5 March The Ugly New Front In The Neverending Video Game Culture War. Kotaku. Accessed December. [URL]
. 2016b. The Fight Over The Best Way to Translate Fire Emblem Fates. Kotaku. Accessed December. [URL]
Kohler, Chris. 2005. Power-up: How Japanese games gave the world an extra life. Indianapolis: Brady Games.Google Scholar logo with link to Google Scholar
Lastowka, Greg. 2013. Minecraft as Web 2.0: Amateur creativity and digital games. In Amateur Media: Social, Cultural and Legal Perspectives. Edited by Hunter, Dan, Ramon Lobato, Megan Richardson and Julian Thomas, 153–169. London: Routledge.Google Scholar logo with link to Google Scholar
Lewis, E. Philip. 1985. “The Measure of Translation Effects” In Difference in Translation. Edited by Joseph F. Graham, 31–62. Ithaca, NY: Cornell University Press.Google Scholar logo with link to Google Scholar
Matthewman, Steve. 2011. Technology and social theory. Hampshire: Palgrave Macmillan. Google Scholar logo with link to Google Scholar
Muñoz-Sánchez, Pablo. 2009. “Video Game Localization for Fans by Fans: The Case of ROM Hacking”. The Journal of Internationalisation and Localization 1 (1): 168–185. Google Scholar logo with link to Google Scholar
Muscar, Jamie. E. 2006. A Winner is Who? Fair Use and the Online Distribution of Manga and Video Game Fan Translations. Vanderbilt Journal of Entertainment & Technology Law 9 (1), 223–254.Google Scholar logo with link to Google Scholar
Newman, James. 2013. Illegal deposit: Game preservation and/as software piracy. Convergence: The International Journal of Research into New Media Technologies, 19(1) 45–61. Google Scholar logo with link to Google Scholar
. 2008. Playing Videogames. London and New York: Routledge. Google Scholar logo with link to Google Scholar
Nord, Christian. 2001. “Loyalty Revisited. Bible Translation as a Case in PointTarget 7, 2: 185–202.Google Scholar logo with link to Google Scholar
Nornes, Markus. 1999. “For an abusive subtitling”. Film Quarterly 52 (3): 17–34. Google Scholar logo with link to Google Scholar
O’Hagan, Minako. 2009. ‘Evolution of User-generated Translation: Fansubs, Translation Hacking and Crowdsourcing’. Journal of Internationalization and Localization, 11 :94–121. Google Scholar logo with link to Google Scholar
O’Hagan, Minako and Carmen Mangiron. 2013. Game localization: Translating for the global digital industry. Amsterdam: John Benjamins. Google Scholar logo with link to Google Scholar
O’Hagan, Minako and Heather Chandler. 2016. ‘Game localization research and translation studies Loss and gain under an interdisciplinary lens’ In: Gambier, Yves and Luc van Doorslaer (eds). Border Crossings: Translation Studies and Other Disciplines, 309–330. Amsterdam/Philadelphia: John Benjamins. Google Scholar logo with link to Google Scholar
Pérez-González, Luis. 2014. Audiovisual Translation: Theories, Methods and Issues. London and New York: Routledge. Google Scholar logo with link to Google Scholar
Rheingold, Howard. 1993/2000. The virtual community: homesteading on the electronic frontier. Reading, Mass.: Addison-Wesley Pub. Co.Google Scholar logo with link to Google Scholar
Skipper, Ben. 2015. Fire Emblem Fates homophobia: Bisexual character drugged to believe men are women and women are men. International Business Times. Accessed January. [URL]
Wirtén, Eva Hemmungs. 2013. “Swedish subtitling strike called off! Fan-to-fan piracy, translation and the primacy of authorization”. In Amateur Media: Social, Cultural and Legal Perspectives. Edited by Hunter, Dan, Ramon Lobato, Megan Richardson and Julian Thomas, 125–136. London and New York: Routledge.Google Scholar logo with link to Google Scholar
Cited by (8)

Cited by eight other publications

Liu, Xinyuan, Weiqing Xiao & Kanglong Liu
2024. Analyzing research trends in localization. Digital Translation 11:2  pp. 91 ff. DOI logo
Moreno García, Luis Damián
Ashok, Pratiksha
2023. Game localization: A comparative case study of PlayerUnknown’s Battlegrounds (PUBG Mobile) in India and China. Journal of Gaming & Virtual Worlds 15:2  pp. 129 ff. DOI logo
Karagöz, Selahattin
2023. Recirculated, recontextualized, reworked. In Translation Flows [Benjamins Translation Library, 163],  pp. 107 ff. DOI logo
O’Hagan, Minako
2022. Indirect translation in game localization as a method of global circulation of digital artefacts. Target. International Journal of Translation Studies 34:3  pp. 441 ff. DOI logo
Mangiron, Carme
2021. Found in Translation: Evolving Approaches for the Localization of Japanese Video Games. Arts 10:1  pp. 9 ff. DOI logo
Mejías-Climent, Laura
2021. Game Localization: Stages and Particularities. In Enhancing Video Game Localization Through Dubbing,  pp. 79 ff. DOI logo
O’Hagan, Minako, Julie McDonough Dolmaya & Hendrik J. Kockaert
2019. Pandemic, localization and change of guard. The Journal of Internationalization and Localization 6:2  pp. 69 ff. DOI logo

This list is based on CrossRef data as of 13 november 2025. 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.

Mobile Menu Logo with link to supplementary files background Layer 1 prag Twitter_Logo_Blue