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1

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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11

Toftedahl, Marcus. "Localization Tools in General Purpose Game Engines: A Systematic Mapping Study." International Journal of Computer Games Technology 2021 (July 22, 2021): 1–15. http://dx.doi.org/10.1155/2021/9979657.

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This paper addresses localization from a game development perspective by studying the state of tool support for a localization work in general purpose game engines. Using a systematic mapping study, the most commonly used game engines and their official tool libraries are studied. The results indicate that even though localization tools exists for the game engines included in the study, the visibility, availability, and functionality differ. Localization tools that are user facing, i.e., used to create localization, are scarce while many are tool facing, i.e., used to import localization kits
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O’Hagan, Minako. "Seeking delocalization." Journal of Internationalization and Localization 4, no. 2 (2017): 183–202. http://dx.doi.org/10.1075/jial.00004.oha.

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Abstract The continuing development of the Internet and broader technologization have made the presence of game fans and the diverse fan community highly visible, shaping part of contemporary global game culture. The influences of such user empowerment have been debated, notably along the lines of the emergence of participatory culture (Jenkins 2006). Increased fan participation in translation facilitated by technological environments is highlighting the need to pay attention to the role played by such highly engaged users in the localization industry. Yet, to date the topic has not been explo
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Esqueda, Marileide Dias. "Training Translators for Video Game Localization: In Search of a Pedagogical Approach." Revista Brasileira de Linguística Aplicada 20, no. 4 (2020): 703–31. http://dx.doi.org/10.1590/1984-6398202016045.

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ABSTRACT Based on the assumption that video game localization inevitably has levels of collaboration among their agents, forming a collaborative continuum that involves localization managers, translators, localization coordinators, and linguistic testers, who directly or indirectly influence the game to be localized, game localization teaching can also adopt a collaborative approach, dynamically promoting experience exchanges between translation teachers and students, and other collaborators. Accordingly, this paper, conceived as a didactic proposal of qualitative and naturalistic bias (GILE,
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Hsu, Hao. "Localization and culturalization for a history-based game." Journal of Internationalization and Localization 7, no. 1-2 (2020): 28–48. http://dx.doi.org/10.1075/jial.20007.hsu.

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Abstract Released in 2017, the game Detention by the Taiwanese indie developer Red Candle Games gained great domestic success and made a name for itself among gamer communities worldwide. Providing an English-language localization upon its release, the 2D point-and-click horror game is set in the 1960s during Taiwan’s “White Terror” era. The story follows a ghost girl bound to the school she attended and unravels her tragic story. With such a specific temporal and spatial background, the game has a wide range of cultural references, potentially preventing non-Taiwanese players from being immer
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Bui, ThiOanh, Pingping Xu, Wenxiang Zhu, Guilu Wu, and Nanlan Jiang. "Energy-Efficient Localization Game for Wireless Sensor Networks." IEEE Communications Letters 21, no. 11 (2017): 2468–71. http://dx.doi.org/10.1109/lcomm.2017.2731966.

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Odacıoğlu, Mehmet Cem, Chek Kim Loi, Şaban Köktürk, and Nazan Müge Uysal. "The Position of Game Localization Training within Academic Translation Teaching." Journal of Language Teaching and Research 7, no. 4 (2016): 675. http://dx.doi.org/10.17507/jltr.0704.06.

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The video game industry which originated in 1960s is now an important entertainment industry mostly thanks to the digital revolution, especially as of 2000s. In parallel, the video game industry gains today million dollars and this will be increasing more as the number of gamers enhances. Therefore, this study emphasizes the position of the game localization training within the academic translation teaching by analysing two universities’ translation courses and thus questions the availability and the position of the game localization training among the related courses. The study also touched o
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Resende, Marcelo, and Vicente Cardoso. "Labour market participation in Brazil: a discrete game approach." Applied Economics 52, no. 17 (2019): 1881–90. http://dx.doi.org/10.1080/00036846.2019.1680792.

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18

Da Silva, Fernando. "Resenha: Game Localization: Translating for the global entertainment industry." Scientia Traductionis, no. 15 (December 17, 2014): 166. http://dx.doi.org/10.5007/1980-4237.2014n15p166.

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19

Chen, Junting, Wenhan Dai, Yuan Shen, Vincent K. N. Lau, and Moe Z. Win. "Power Management for Cooperative Localization: A Game Theoretical Approach." IEEE Transactions on Signal Processing 64, no. 24 (2016): 6517–32. http://dx.doi.org/10.1109/tsp.2016.2603963.

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Casado Valenzuela, Alicia. "Towards a Japanese video game localization quality analysis model." Journal of Internationalization and Localization 5, no. 1 (2018): 1–20. http://dx.doi.org/10.1075/jial.00008.cas.

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Abstract In this article, a quality analysis model for video game localization is established. By focusing on the video games that originally come from Japan, the article proposes a model that can be useful for many types of video games. After reviewing the existing bibliography on quality analysis, the model is proposed and tested with promising results.
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Silva, Rubens Lopes Pereira da, Raul da Mota Silveira Neto, and Roberta Rocha. "Localization patterns within urban areas: evidence from Brazil." Area Development and Policy 4, no. 2 (2019): 157–76. http://dx.doi.org/10.1080/23792949.2019.1571424.

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Wu, Zhiwei, and Zhuojia Chen. "Localizing Chinese games for Southeast Asian markets." Journal of Internationalization and Localization 7, no. 1-2 (2020): 49–68. http://dx.doi.org/10.1075/jial.20003.wu.

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Abstract This article explores how Chinese games are localized for Southeast Asia (SEA) markets. Based on the synthesized insights from practitioners and gamers, we identify gaps between localization in theory and in practice. The post-gold model is popular with Chinese game companies that usually do not consider localizing a game until it has attained domestic success. They tend to opt for full localization rather than “deep localization” (Bernal-Merino 2011) because adapting visuals and game mechanics is considered “icing on the cake”. Additionally, in our data, gamers seem to prefer foreign
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Esqueda, Marileide Dias, and Bárbara Coelho Melo. "The uncharted territory in Uncharted 3: expectancy vs. Professional norms in translated games." Belas Infiéis 9, no. 4 (2020): 173–99. http://dx.doi.org/10.26512/belasinfieis.v9.n4.2020.26449.

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Game localization and translation have an intricate connection with global business and marketing operations, allowing these products to cross complex sociocultural and linguistic borders and reach players from a growing variety of territories (O’Hagan and Mangiron, 2013). Aware of the diversity of its target audience and the profit provided by the distribution of its products in these locales, the game industry has increasingly invested in localization and translation for its titles. Although this is still a relatively new strategy, game localization and translation already witness the impact
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Park, Taejung. "Case Study : Translation Techniques for Puns in Game Localization Processes." Journal of the Korea Contents Association 13, no. 11 (2013): 571–78. http://dx.doi.org/10.5392/jkca.2013.13.11.571.

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Shi, Xinyan, and Jianguo Tian. "On Translation Strategies of Culture-Specific Items in Game Localization." International Journal of Languages, Literature and Linguistics 5, no. 4 (2019): 231–35. http://dx.doi.org/10.18178/ijlll.2019.5.4.233.

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LU, Lu, Mingxing KE, Shiwei TIAN, Xiang TIAN, Tianwei LIU, and Lang RUAN. "Distributed Power Optimization for Cooperative Localization: A Hierarchical Game Approach." IEICE Transactions on Communications E103.B, no. 10 (2020): 1101–6. http://dx.doi.org/10.1587/transcom.2019ebp3237.

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Lee, Woong-Hee, Jeongsik Choi, Jae-Hyun Lee, Yong-Hwa Kim, and Seong-Cheol Kim. "Distributed Power Control-Based Connectivity Reconstruction Game in Wireless Localization." IEEE Communications Letters 21, no. 2 (2017): 334–37. http://dx.doi.org/10.1109/lcomm.2016.2625783.

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Carlson, Rebecca, and Jonathan Corliss. "Imagined Commodities: Video Game Localization and Mythologies of Cultural Difference." Games and Culture 6, no. 1 (2010): 61–82. http://dx.doi.org/10.1177/1555412010377322.

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Broadly interested in the agents and institutions that structure social imaginations and subjectivities by mediating which images are available to what audiences to imagine through, this paper specifically considers the power at play when intermediaries—in this case, video game localizers—filter the images and narratives that are sold and marketed to global consumers, and the way these mediating processes in turn are both produced by, and productive of, (cultural) imaginings. This paper also discusses the way that localization practices—while often framed by a discourse that positions cultural
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Jagosz, Anna. "Diferencias en el marco estilístico entre las localizaciones polaca, española e inglesa del videojuego „The Witcher III”, y relación con la obra de Andrzej Sapkowski." Estudios Hispánicos 24 (March 31, 2017): 77–91. http://dx.doi.org/10.19195/2084-2546.24.6.

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Differences in the stylistic framework between the Polish, Spanish and English locations of the video game The Witcher 3, and relation to the work of Andrzej Sapkowski on which it is basedThe presented article approaches the concept of game localization, by comparing three language versions — Polish, English and Spanish — of the critically acclaimed game: The Witcher 3: Wild Hunt. It focuses on stylistic relations between some of the game’s text assets and their literary source material, as the game is based on a fantasy series by a Polish writer Andrzej Sapkowski. Firstly, it presents a brief
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Gerdes, Paulus. "Exploring the Game of Julirde: A Mathematical-Educational Game Played by Fulbe Children in Cameroon." Teaching Children Mathematics 7, no. 6 (2001): 321–27. http://dx.doi.org/10.5951/tcm.7.6.0321.

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Mathematics develops dynamically. Each day, thousands of mathematical problems are solved and many more new problems are invented by people all over the world, from China to Brazil, from Australia to Canada, from Finland to South Africa. Mathematical activity is both a human and a cultural activity. Mathematical ideas and methods vary from culture to culture, and our understanding of what constitutes mathematics grows as these ideas and methods enhance one another.
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Jia, Jie, Guiyuan Zhang, Xingwei Wang, and Jian Chen. "On Distributed Localization for Road Sensor Networks: A Game Theoretic Approach." Mathematical Problems in Engineering 2013 (2013): 1–9. http://dx.doi.org/10.1155/2013/640391.

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Road sensor network is an important part of vehicle networks system and is critical for many intelligent automobile scenarios, such as vehicle safety monitoring and transportation efficiency supporting. Localization of sensors is an active and crucial issue to most applications of road sensor network. Generally, given some anchor nodes’ positions and certain pairwise distance measurements, estimating the positions of all nonanchor nodes embodies a nonconvex optimization problem. However, due to the small number of anchor nodes and low sensor node connectivity degree in road sensor networks, th
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Mahasneh, Anjad A., and Maysa’ Taher Abu Kishek. "Arabic Localization of Video Games “Tomb Raider™ (2013)”: A Start or A Failure." Lebende Sprachen 63, no. 1 (2018): 47–62. http://dx.doi.org/10.1515/les-2018-0003.

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AbstractVideo games have been a new and attractive type of entertainment in the Arab world ever since the emergence of computers, and they are still of interest to young Arabs today. Video game localization movements have set out to translate, and sometimes adopt, video games into several languages and settings. Nevertheless, localization into Arabic is still very recent. In this paper, an analysis of translation activities of video game Tomb Raider™ (2013) is made in order to investigate the extent to which the translation of some selected linguistic assets in the aforementioned video game ca
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Anisimova, A. T. "Phenomenon of computer game in translation discourse." Scientific bulletin of the Southern Institute of Management, no. 2 (August 2, 2018): 82–86. http://dx.doi.org/10.31775/2305-3100-2018-2-82-86.

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The article introduces a phenomenon of computer game as an emerging field in translation studies. The development and expanding of the world industry of interactive entertainment demands a proficient video games translation of high quality as the international market of video products is dominated by American and Japanese producers. The author discusses the issues of videogames translation in the concept field of localization as a videogames is not only an audiovisual product but a software product. The concept of translation and translator’s competence is about to leave the traditional equiva
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Bao, Tianyue, Jiangwen Wan, Kefu Yi, and Qiang Zhang. "A Game-Based Secure Localization Algorithm for Mobile Wireless Sensor Networks." International Journal of Distributed Sensor Networks 11, no. 9 (2015): 642107. http://dx.doi.org/10.1155/2015/642107.

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Misra, Sudip, Tamoghna Ojha, and Ayan Mondal. "Game-Theoretic Topology Controlfor Opportunistic Localization in Sparse Underwater Sensor Networks." IEEE Transactions on Mobile Computing 14, no. 5 (2015): 990–1003. http://dx.doi.org/10.1109/tmc.2014.2338293.

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Wang, Guangyuan, Yongji Ren, and Xiaofeng Xu. "A Novel Game based Secure Localization Algorithm for Wireless Sensor Networks." International Journal of Future Generation Communication and Networking 10, no. 7 (2017): 85–94. http://dx.doi.org/10.14257/ijfgcn.2017.10.7.08.

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Granath, Mats, and Alvaro Perez-Diaz. "Diffusion and Localization of Relative Strategy Scores in The Minority Game." Journal of Statistical Physics 165, no. 1 (2016): 94–114. http://dx.doi.org/10.1007/s10955-016-1607-8.

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Carvalho, Luiz Paulo, José Antonio Suzano, Ingrid Gonçalvez, Silas Pereira Filho, Flávia Maria Santoro, and Jonice Oliveira. "A Psychosocial Perspective about Mental Health and League of Legends in Brazil." Journal on Interactive Systems 12, no. 1 (2021): 35–57. http://dx.doi.org/10.5753/jis.2021.1896.

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Every month, millions of users worldwide play the online digital game League of Legends, which also contains a server dedicated to the Brazilian region. Social oppression by race, skin color, sexual orientation, among others, occurs within the game and is reported constantly. In this paper, we analyzed possible indications of depressive disorder by using an online questionnaire as a basis. We used quantitative and qualitative methods, analyzing the relationship between the interactions and the social identities of the players. We define quantitative hypotheses and qualitative syntheses related
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Vidal, Cristiane Denise. "When a robot understands Brazilian Portuguese." Journal of Internationalization and Localization 5, no. 1 (2018): 49–73. http://dx.doi.org/10.1075/jial.00010.vid.

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Abstract This paper sets out to highlight some of the complexities involved in the game localization process by presenting a case study centered on the educational game Ludwig. It was released in Austria in 2011 just in German and later, due to its success, it was later localized into English, Brazilian Portuguese, Chinese and Japanese. The case study focusses on the localization of the language pair English-Brazilian Portuguese and the theoretical framework relies on the notion of Paratranslation (Yuste Frías 2012).
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Mangiron, Carme. "Found in Translation: Evolving Approaches for the Localization of Japanese Video Games." Arts 10, no. 1 (2021): 9. http://dx.doi.org/10.3390/arts10010009.

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Japanese video games have entertained players around the world and played an important role in the video game industry since its origins. In order to export Japanese games overseas, they need to be localized, i.e., they need to be technically, linguistically, and culturally adapted for the territories where they will be sold. This article hopes to shed light onto the current localization practices for Japanese games, their reception in North America, and how users’ feedback can contribute to fine-tuning localization strategies. After briefly defining what game localization entails, an overview
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Castilho, Rangel Aparecido Arguilheira, Izac Oliveira Belino Bonfim, Antonio Firmino De Oliveira Neto, and Eros Salinas Chaves. "Social Representations in Public Tourism Policies of Aquidauana, Brazil." Revista Rosa dos Ventos - Turismo e Hospitalidade 13, no. 2 (2021): 283–307. http://dx.doi.org/10.18226/21789061.v13i2p283.

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This research aimed to identify the Social Representations (RS) of the dominant and dominated social agents, from the perspective of a Bourdieusian game, in the tourist area of Aquidauana, a municipality located in the state of Mato Grosso do Sul [Brazil], through the Collective Subject Discourse Methodology [DSC]. The Social Representations of both social agents are presented throughout the results and discussions, in which it was detected that they are betting on the development of Aquidauana tourism, however, they indicate the need for feasibility, dissemination and public policies projects
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Barber, Dennis, Yassaman Saadatmand, and Thomas Kavoori. "Gender and Financial Risk: The U.S. and Brazil." Studies in Business and Economics 11, no. 1 (2016): 15–25. http://dx.doi.org/10.1515/sbe-2016-0002.

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AbstractThis study intends to add to the debate whether differences in risk behaviours exist between genders. These results are used to inform the conversation about the role of gender in management and leadership. The design is an investment game in which participants could gain or lose money from investing in a hypothetical risky asset. Participants were first paid $10 to complete a survey. They could then invest any or all of this $10 in a risky asset with a known probability of gaining and losing. After winnings from the first round of investments were dispersed, a second chance to invest
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O’Hagan, Minako. "Putting Pleasure First: Localizing Japanese Video Games." TTR 22, no. 1 (2010): 147–65. http://dx.doi.org/10.7202/044785ar.

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Since their humble beginnings, video games have undergone huge technological advances, becoming a significant global industry today and highlighting the role played by translation and localization. Despite the continuing localization activities undertaken in the industry, translation studies (TS) have not paid much attention to video games as a research domain. Drawing on the author’s previous work on the Japanese Role Playing Game (RPG) Final Fantasy titles, this paper attempts to demonstrate the ample research scope that this domain presents for TS scholars. In particular, it discusses the u
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Sf. Luthfie Arguby Purnomo, Dyah Nugrahani, Sf Lukfianka Sanjaya Purnama,, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (2017): 107. http://dx.doi.org/10.18326/rgt.v9i2.696.

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This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Mortal Kombat: Unchained, and Konami’s Metal Gear Solid, ergodic based approach for video game translation i
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Davies, Hugh, and Zhuying Li. "Travel Frog: Traversing cultural borders with mobile games." Convergence: The International Journal of Research into New Media Technologies 26, no. 5-6 (2019): 1194–210. http://dx.doi.org/10.1177/1354856519856619.

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This study concerns the Japanese mobile game Tabi Kaeru (2017), ‘旅かえる’, or Travel Frog as it is known in English. We explore Travel Frog’s astonishing success in China in early 2018 despite no marketing campaign or Chinese localization of this Japanese language game. First outlining the game and its development, we then trace its reception in Chinese and Western social media and its popularity among Chinese players. Combining comparative media and digital ethnographic methodologies, we explore the role of Internet influencers and investigate North Asian cultural commonalities such as Buddhist
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Tchendji, Maurice Tchoupé, and Freddy-Viany Tatou Ahoukeng. "A Grammatical Approach of Multi-Localization of GUIs: Application to the Multi-Localization of the Checkers Game GUI." Journal of Software Engineering and Applications 11, no. 11 (2018): 552–67. http://dx.doi.org/10.4236/jsea.2018.1111033.

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Chizari, Amir Hossein, Fereshte Assadollahpour, and Safdar Hosseini. "Social Welfare Impacts of Imposing an Import Tariff on Maize Market in Iran Compared to an Export Tax in China and Brazil Using: a Game Theory Approach." Journal of Agricultural Studies 1, no. 2 (2013): 1. http://dx.doi.org/10.5296/jas.v1i2.3853.

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The social welfare impacts of Iran’s maize import policies versus China and Brazil export policies using a game theoretic approach. The economy of maize export by China and Brazil as well as Iran’s import demand are analyzed using empirical imports models. In this study, supply, demand, imports and price equations are estimated using a three-stage least squares (3SLS) model to obtain elasticities. The estimated elasticities are incorporated in a non-cooperative dynamic game framework to analyze the possible impacts of policy changes in these three countries. This study analyzes various policie
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de Carvalho Ponce, Julio, Marcela de Carvalho Ponce Kawauti, Gabriel Andreuccetti, and Heráclito Barbosa de Carvalho. "Loaded dice: A game theory analysis of drunk driving laws in Brazil." Traffic Injury Prevention 19, no. 8 (2018): 794–98. http://dx.doi.org/10.1080/15389588.2018.1512748.

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WOOD, DAVID. "The Beautiful Game? Hegemonic Masculinity, Women and Football in Brazil and Argentina." Bulletin of Latin American Research 37, no. 5 (2018): 567–81. http://dx.doi.org/10.1111/blar.12633.

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Purnama, SF Lukfianka Sanjaya, SF Luthfie Arguby Purnomo, and Dyah Nugrahani. "Let the Game Begin: Ergodic as an Approach for Video Game Translation." Register Journal 9, no. 2 (2016): 107. http://dx.doi.org/10.18326/rgt.v9i2.107-123.

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This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Mortal Kombat: Unchained, and Konami’s Metal Gear Solid, ergodic based approach for video game translation i
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