Academic literature on the topic 'Game localization in Brazil'

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Journal articles on the topic "Game localization in Brazil"

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Souza, Ricardo Vinicius Ferraz de. "Video game localization: the case of Brazil." Tradterm 19 (June 18, 2012): 289. http://dx.doi.org/10.11606/issn.2317-9511.tradterm.2012.47438.

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Quando os primeiros videogames apareceram na década de 1950, eles se apresentaram como uma tecnologia de grande potencial e com um futuro promissor. O que muitos não esperavam é que, cerca de meio século depois, o videogame se tornaria uma indústria multibilionária, rivalizando com outras indústrias importantes do mundo do entretenimento em termos de faturamento e popularidade, tais como as indústrias do cinema e da música. Com a crescente expansão do setor, aliada à necessidade de internacionalizar seus jogos, muitas desenvolvedoras e editoras estão investindo cada vez mais em tradução e loca
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Esqueda, Marileide Dias, and Érika Nogueira de Andrade Stupiello. "Teaching video game translation: first steps, systems and hands-on experience / Ensinando tradução de videogame: primeiros passos, sistemas e experiência prática." Texto Livre: Linguagem e Tecnologia 11, no. 1 (2018): 103–20. http://dx.doi.org/10.17851/1983-3652.11.1.103-120.

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ABSTRACT: Despite the significant growth of the game localization industry in the past years, translation undergraduate curricula in Brazil still lacks formal training in game localization, often leaving novice translators no alternative but to search for the required skills informally in game translation communities. Designing a video game localization course in translation undergraduate programs in public universities is a complex task in today’s reality, particularly due to limited access to free and authentic materials. This paper describes a game localization teaching experience at the un
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Tucherman, M., M. Vaidotas, Y. K. Sako, N. Akamine, D. Smaletz, and C. G. Barros. "(P1-29) Catastrophe Management Plan, Simulations and Results – An Experience of a Private Hospital in Brazil." Prehospital and Disaster Medicine 26, S1 (2011): s108. http://dx.doi.org/10.1017/s1049023x1100361x.

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IntroductionThe terms catastrophe and disaster have been frequently heard worldwide due to situations like earthquakes, floods and events provoked by man as the September 11th and Anthrax attack. Catastrophe means all situations where material and human resources available in a healthcare facility are not enough to assist a large number of victims admitted at the same time. Accreditation requires having a plan to manage effectively those situations, assessing safely as much victims as possible.ObjectiveTo describe the catastrophe plan and its management in a private hospital.MethodologyHospita
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Pedersen, Jan. "Game Localization." Perspectives 23, no. 1 (2014): 157–58. http://dx.doi.org/10.1080/0907676x.2014.956473.

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Mandiberg, Stephen. "Fallacies of game localization." Journal of Internationalization and Localization 4, no. 2 (2017): 162–82. http://dx.doi.org/10.1075/jial.00002.man.

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Abstract Using the Twitter hashtag #TorrentialDownpour, a vocal group of disgruntled, English-speaking gamers launched an attack in early 2016 protesting the localization changes made to the game Fire Emblem Fates. While dismissible as the latest “toxic technoculture” (Massanari 2015), the #TorrentialDownpour campaign’s claims are not unfounded; there are links between localization and censorship, in that both practices adapt texts moving between markets and cultures. This article draws from translation theory and observations of localization practice to problematize #TorrentialDownpour’s clai
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Nawrocka, Ewa B. "Game localization pitfalls: Translation and multitextuality." Beyond Philology An International Journal of Linguistics, Literary Studies and English Language Teaching, no. 16/4 (December 11, 2019): 101–28. http://dx.doi.org/10.26881/bp.2019.4.04.

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From the translator’s perspective multitextuality is one of the major challenges of video games localization. The translator needs to cope with texts spanning from the most standard, such as error messages, to the most creative, for example poems. Although every game is unique, it is possible to observe some commonalities with respect to textual genres and text types in video games. Various text types play diverse functions, their content is outstandingly multifarious and they include both standard and creative style and terminology. All of this leads to an assertion that they call for differe
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Nawrocka, Ewa B. "Game localization pitfalls: Translating variables and gender." Beyond Philology An International Journal of Linguistics, Literary Studies and English Language Teaching, no. 16/4 (December 11, 2019): 129–55. http://dx.doi.org/10.26881/bp.2019.4.05.

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Variables and gender constitute game localization pitfalls due to the fact that games are interactive entertainment software and contain dynamically generated content. Variables pose a problem in languages (such as Polish) which use inflection (conjugation and declination). Gender is an issue as the player, the characters the player creates, and the characters the player encounters in the game world can be male or female. Gender neutrality is a requirement not only in all messages directed to the player but also in plot related texts such as dialogs and journals. The present article seeks to i
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Pettini, Silvia. "Auteurism and game localization — revisiting translational approaches." Culture & Society issue 4, no. 2 (2015): 268–88. http://dx.doi.org/10.1075/ts.4.2.05pet.

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In the fertile ground between cinema and video games, Hideo Kojima’s Metal Gear Solid saga stands out for its auteur’s clear tendency to use film language and aesthetics and for his evident inspiration from pop culture and the American cinematic tradition. Moreover, the series is rich in quotations meant to pay tribute to cinema and communicate with movie-cultured players intertextually. With regard to the process of localization, auteurist references to film culture represent a constraint for translators rendering Kojima’s game into different languages for a Metal Gear Solid-educated audience
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Bosek, Bartłomiej, Przemysław Gordinowicz, Jarosław Grytczuk, Nicolas Nisse, Joanna Sokół, and Małgorzata Śleszyńska-Nowak. "Localization game on geometric and planar graphs." Discrete Applied Mathematics 251 (December 2018): 30–39. http://dx.doi.org/10.1016/j.dam.2018.04.017.

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Fernández Costales, Alberto. "Exploring translation strategies in video game localization." MonTI. Monografías de Traducción e Interpretación, no. 4 (2012): 385–408. http://dx.doi.org/10.6035/monti.2012.4.16.

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Dissertations / Theses on the topic "Game localization in Brazil"

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Souza, Ricardo Vinicius Ferraz de. "Tradução e videogames: uma perspectiva histórico-descritiva sobre a localização de games no Brasil." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/8/8160/tde-03122015-131933/.

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Os videogames são hoje uma das formas de entretenimento mais populares em todo o mundo. Muito desse sucesso só foi possível graças à tradução, a qual, por meio de versões localizadas para os mais diversos idiomas, contribuiu decisivamente para que os videogames alcançassem um número cada vez maior de mercados e chegassem a milhões de lares ao redor do planeta. Esta dissertação, de caráter eminentemente historiográfico, tem por objetivo examinar a relação entre a tradução/localização e os videogames desde seu início até os dias de hoje. Além disso, pretende também, por meio da análise de alguns
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Dunkel-Duerr, Evamaria. "Otome Game localization : A case study of the character Toma from Amnesia." Thesis, Högskolan Dalarna, Institutionen för språk, litteratur och lärande, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-35913.

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Using the Otome game Amnesia and its localized version Amnesia: Memories as a case study, the phenomenon of Otome games was explored from a translation- and Japanese studies' perspective. This paper investigated how translation choices shape character personality, and, as such, Western views. Toma, the most popular character from the Amnesia franchise according to Japanese popularity rankings, was received differently by the Western audience. This study aimed at exploring how translation choices might be related to this difference in reception. As such, it posed the questions: In what respect
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Gunaratne, Anuranga Sajith. "A COMPARATIVE ANALYSIS OF LOW COST LOCALIZATION METHODS FOR A MARIO KART GAME APPLICATION." DigitalCommons@CalPoly, 2012. https://digitalcommons.calpoly.edu/theses/841.

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In vehicle navigation systems, it is important to have accurate estimates of vehicle positioning. The process of determining positioning is called localization. There are two methods for localization, absolute positioning and relative positioning [1]. An absolute positioning system, such as Global Positioning System (GPS), determines the localization by using external distance and heading measures. Relative localization determines the position of an object based on its previously known location and through sensors that determine speed and heading. Examples of relative positioning sensors incl
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Wagner, Michael. "The Dark Souls of Internationalization : Video Game Developers Enter the Chinese Market." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96031.

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This thesis analyzes how the institutional environment of the Chinese market affects market entry by foreign PC video game developers. The thesis utilizes a qualitative, multiple case study of five independent PC video game developers from around the world. The results of the thesis finds that despite China’s strict rules regarding video game publishing by foreign developers, culture and language are stronger influences on market entry strategies than Chinese regulations for the PC platform. This is due to the prevalent use of Steam, not only by foreign developers, but also their Chinese partn
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Qian, Wuqian. "The dissemination and localization of anime in China : Case study on the Chinese mobile video game Onmyoji." Thesis, Stockholms universitet, Institutionen för Asien-, Mellanöstern- och Turkietstudier, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-158768.

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Widman, Ludvig. "Binaural versus Stereo Audio in Navigation in a 3D Game: Differences in Perception and Localization of Sound." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85512.

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Recent advancements in audio technology for computer games has made possible for implementations with binaural audio. Compared to regular stereo sound, binaural audio offers possibilities for a player to experience spatial sound, including sounds along the vertical plane, using their own headphones. A computer game prototype called “Crystal Gatherer” was created for this study to explore the possibilities of binaural audio imple- mentation regarding localization and perception of objects that make sound in a 3D game. The game featured two similar game levels, with the difference that one used
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Kljajic, Haris, and Oskar Karlsson. "Applying automated testing in an existing client-server game : A pursuit for fault localization in Quake 3." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-50740.

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This paper addresses the question formulation “Is it possible to implement automated testing in an existing client-server game in order to pinpoint faults and achieve credibility to tests?” The gaming industry’s goal, in most cases, is to release games that appeal to both their financial goals and the enjoyment factor of the players. In order to fulfill these goals, the game will need to function properly and the process to assure this is testing the game to find possible faults. This process is time and cost consuming in an exponential rate in accordance to game extensiveness, which makes thi
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Giacomini, Marco. "Startare un game o iniziare una partita? La locale IT:Gaming in Apex Legends: una proposta di localizzazione “sovversiva” con l’introduzione dell’ipotesi di “economia pratico-linguistica”." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20463/.

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L'elaborato si prefigge di presentare una proposta di localizzazione di Apex Legends attraverso l'utilizzo di una metodologia che introduce la locale IT:Gaming, supportata dall'ipotesi di "economia pratico-linguistica". Si tratta di una localizzazione "sovversiva", il cui obiettivo è quello di utilizzare la lingua d'uso che si è stabilita tra gli utenti dei videogiochi online.
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Pambianchi, Federica. "Quando Wonder Woman diventa un bottone Adattamento e transcreation nel videogioco Simulacra." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20344/.

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In questo progetto verranno illustrate e analizzate le scelte traduttive e le strategie impiegate nella traduzione di stringhe particolarmente complesse o “intraducibili” nel videogioco Simulacra. La definizione di videogioco proposta nel primo capitolo, mostrerà come il videogioco non sia solamente un prodotto ma una vera e propria esperienza. Si analizzerà il concetto di gameplay sia dal punto di vista del game design che da quello dei giocatori, sottolineando l’importanza dei concetti di immersività, presenza e flusso. Verrà proposta una panoramica generale sul settore della localizzazione
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Feng, Jihan. "From role play to behavior: How cultural background influences Western and Eastern MMOG players in world of warcraft." Thesis, Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/52249.

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Researchers have been studying virtual world culture for decades. However, little attention has been devoted to the intersection of virtual world culture and real world culture. Even less attention has been given to the study of comparing players' different virtual world game behaviors that have been influenced by their own real world cultural background. In this paper, I specifically focus on identifying the differences among American, Chinese, and Taiwanese cultures and the unique aspects of players with distinct cultural backgrounds that alter the atmosphere of the game. This is a mixed-met
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Books on the topic "Game localization in Brazil"

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IEEE International Conference on Global Software Engineering (1st 2006 Florianopolis, Brazil). ICGSE 2006: 2006 IEEE International Conference on Global Software Engineering : proceedings : 16-19 October, 2006, Florianopolis, Brazil. IEEE Computer Society, 2006.

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Eagles, donkeys and butterflies: An anthropological study of Brazil's "animal game". University of Notre Dame Press, 2006.

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Playing smarter in a digital world: The LearningWorks for kids model for using popular video games and apps to teach executive functions. Specialty Press/A.D.D. Warehouse, 2014.

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Radicals, reformers, and reactionaries: The prisoner's dilemma and the collapse of democracy in Latin America. University of Chicago Press, 1994.

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Schleiner, Anne-Marie. Transnational Play. Amsterdam University Press, 2020. http://dx.doi.org/10.5117/9789463728904.

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Transnational Play approaches gameplay as a set of practices and a global industry that includes diverse participation from players and developers located within the global South, in nations outside of the First World. Players experience play in game cafes, through casual games for regional and global causes like environmentalism, through piracy and cheats, via cultural localization, on their mobile phones, and through urban playful art in Latin America. This book offers a reorientation of perspective on the global developers who make games, as well as the players who consume games, while stil
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Chandler, Heather Maxwell, and Stephanie O'Malley Deming. Game Localization Handbook. Jones & Bartlett Learning, LLC, 2011.

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Chandler, Heather Maxwell, and Stephanie O'Malley Deming. The Game Localization Handbook. Jones & Bartlett Learning, 2011.

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Chandler, Heather M. The Game Localization Handbook (Game Development Series). Charles River Media, 2004.

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Brazil: The Beautiful Game. Prestel, 2014.

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Game localization : translating for the global digital entertainment industry. John Benjamins Publishing Company, 2013.

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Book chapters on the topic "Game localization in Brazil"

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Altice, Nathan. "Technology and game localization." In The Routledge Handbook of Translation and Technology. Routledge, 2019. http://dx.doi.org/10.4324/9781315311258-13.

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Pettini, Silvia. "Gender in Game Localization." In Linguistic and Cultural Representation in Audiovisual Translation. Routledge, 2018. http://dx.doi.org/10.4324/9781315268552-7.

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Pettini, Silvia. "Game Localization and Translation." In The Translation of Realia and Irrealia in Game Localization. Routledge, 2021. http://dx.doi.org/10.4324/9781003001935-2.

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Zhou, Ping. "Managing the challenges of game localization." In American Translators Association Scholarly Monograph Series. John Benjamins Publishing Company, 2011. http://dx.doi.org/10.1075/ata.xvi.18zho.

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O'Hagan, Minako, and Heather Chandler. "Game localization research and translation studies." In Benjamins Translation Library. John Benjamins Publishing Company, 2016. http://dx.doi.org/10.1075/btl.126.15oha.

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Maly, Filip, Pavel Kriz, and Michael Adamec. "Pervasive Game Utilizing WiFi Fingerprinting-based Localization." In Digital Heritage. Progress in Cultural Heritage: Documentation, Preservation, and Protection. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-48496-9_67.

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Gatti, Nicola, Mattia Monga, and Sabrina Sicari. "A Localization Game in Wireless Sensor Networks." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-17197-0_11.

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Pettini, Silvia. "Realia and Irrealia in Game Translation." In The Translation of Realia and Irrealia in Game Localization. Routledge, 2021. http://dx.doi.org/10.4324/9781003001935-4.

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Martínez, Genaro J., Andrew Adamatzky, and Harold V. McIntosh. "Localization Dynamics in a Binary Two-Dimensional Cellular Automaton: The Diffusion Rule." In Game of Life Cellular Automata. Springer London, 2010. http://dx.doi.org/10.1007/978-1-84996-217-9_16.

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Pettini, Silvia. "Introduction." In The Translation of Realia and Irrealia in Game Localization. Routledge, 2021. http://dx.doi.org/10.4324/9781003001935-1.

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Conference papers on the topic "Game localization in Brazil"

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Seljan, Sanja, and Josip Katalinić. "Integrating localization into a video game." In INFuture2017: Integrating ICT in Society. Department of Information and Communication Sciences, Faculty of Humanities and Social Sciences, University of Zagreb, Croatia, 2017. http://dx.doi.org/10.17234/infuture.2017.6.

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Waters, Deric W., Mohamed F. Mansour, and Ariton E. Xhafa. "Analysis of the indoor localization game." In GLOBECOM 2012 - 2012 IEEE Global Communications Conference. IEEE, 2012. http://dx.doi.org/10.1109/glocom.2012.6503802.

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Zuo, Shaojun, Lin Gao, Hongguang Xu, and Tingting Zhang. "Power allocation game for wireless network localization." In 2016 IEEE International Conference on Ubiquitous Wireless Broadband (ICUWB). IEEE, 2016. http://dx.doi.org/10.1109/icuwb.2016.7790434.

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Han-wu, He, Duan Xian-yin, and Wu Yue-ming. "Marker localization for educational game in virtual environment." In 2010 International Conference on Audio, Language and Image Processing (ICALIP). IEEE, 2010. http://dx.doi.org/10.1109/icalip.2010.5685198.

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Jha, Susmit, Stavros Tripakis, Sanjit A. Seshia, and Krishnendu Chatterjee. "Game theoretic secure localization in wireless sensor networks." In 2014 International Conference on the Internet of Things (IOT). IEEE, 2014. http://dx.doi.org/10.1109/iot.2014.7030120.

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Kleiner, Hans J. "Precordial high-amplified mapping for registration of ventricular late potentials and localization of their origin." In 5th Congres of the Brazilian Soc., Brazil -p.o., edited by Volkmar Miszalok. SPIE, 1990. http://dx.doi.org/10.1117/12.23920.

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Chen, Junting, Wenhan Dai, Yuan Shen, Vincent K. N. Lau, and Moe Z. Win. "Power management game for cooperative localization in asynchronous networks." In 2015 IEEE International Conference on Signal Processing for Communications (ICC). IEEE, 2015. http://dx.doi.org/10.1109/icc.2015.7248537.

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Schepper, Tom De, Bart Braem, and Steven Latre. "A virtual reality-based multiplayer game using fine-grained localization." In 2015 Global Information Infrastructure and Networking Symposium (GIIS). IEEE, 2015. http://dx.doi.org/10.1109/giis.2015.7347176.

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Takenaka, Tomoya, Hiroshi Mineno, and Tadanori Mizuno. "Evaluation of wireless multi-hop localization game for entertainment computing." In 2008 IEEE 19th International Symposium on Personal, Indoor and Mobile Radio Communications (PIMRC). IEEE, 2008. http://dx.doi.org/10.1109/pimrc.2008.4699734.

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Ke, Mingxing, Yan Wang, Min Li, Fengyue Gao, and Zhouquan Du. "Distributed power allocation for cooperative localization: A potential game approach." In 2017 3rd IEEE International Conference on Computer and Communications (ICCC). IEEE, 2017. http://dx.doi.org/10.1109/compcomm.2017.8322618.

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Reports on the topic "Game localization in Brazil"

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Aruguete, Natalia, Ernesto Calvo, Carlos Scartascini, and Tiago Ventura. Trustful Voters, Trustworthy Politicians: A Survey Experiment on the Influence of Social Media in Politics. Inter-American Development Bank, 2021. http://dx.doi.org/10.18235/0003389.

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Recent increases in political polarization in social media raise questions about the relationship between negative online messages and the decline in political trust around the world. To evaluate this claim causally, we implement a variant of the well-known trust game in a survey experiment with 4,800 respondents in Brazil and Mexico. Our design allows to test the effect of social media on trust and trustworthiness. Survey respondents alternate as agents (politicians) and principals (voters). Players can cast votes, trust others with their votes, and cast entrusted votes. The players rewards a
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