Academic literature on the topic 'Translation of video games'
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Journal articles on the topic "Translation of video games"
Hnatenko, Daria, Yuliia Venher, and Tetyana Druzhyna. "THE PECULIARITIES OF TRANSLATING ENGLISH COMPUTER MULTIMEDIA VIDEO GAMES." Naukovy Visnyk of South Ukrainian National Pedagogical University named after K. D. Ushynsky: Linguistic Sciences 2020, no. 31 (2020): 66–83. http://dx.doi.org/10.24195/2616-5317-2020-31-5.
Full textCrawford, Garry, Daniel Muriel, and Steven Conway. "A feel for the game: Exploring gaming ‘experience’ through the case of sports-themed video games." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (2018): 937–52. http://dx.doi.org/10.1177/1354856518772027.
Full textPurnama, 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.
Full textPurnama, 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.v9i2.1148.
Full textSf. 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.
Full textEklund, Lina, Björn Sjöblom, and Patrick Prax. "Lost in Translation: Video Games Becoming Cultural Heritage?" Cultural Sociology 13, no. 4 (2019): 444–60. http://dx.doi.org/10.1177/1749975519852501.
Full textEsqueda, 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.
Full textSereda, E. A., та E. V. Oleynik. "Translation of the fictional world realities when translating video games in the genre of interactive movie". Uchenye zapiski St. Petersburg University of Management Technologies and Economics, № 1 (9 квітня 2022): 46–57. http://dx.doi.org/10.35854/2541-8106-2022-1-46-57.
Full textNawrocka, 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.
Full textO’Hagan, Minako. "Putting Pleasure First: Localizing Japanese Video Games." TTR 22, no. 1 (2010): 147–65. http://dx.doi.org/10.7202/044785ar.
Full textDissertations / Theses on the topic "Translation of video games"
Lepre, O. "The translation of humor in video games : a case study." Thesis, University College London (University of London), 2015. http://discovery.ucl.ac.uk/1468872/.
Full textGuyker, Robert William Jr. "Myth in translation| The ludic imagination in contemporary video games." Thesis, Pacifica Graduate Institute, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10101054.
Full textSouza, 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/.
Full textChiang, Bowie. "A comparative study of translation strategies applied in dealing with role languages. : A translation analysis of the video game Final Fantasy XIV." Thesis, Högskolan Dalarna, Japanska, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:du-21697.
Full textBadiu, Adriana-Nicoleta. "“You’ve got to be kitten me!”: Translating puns, wordplay and speech styles in Don’t Starve – a localization proposal." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021. http://amslaurea.unibo.it/22830/.
Full textCox, Joseph M. "MOLOCH: Developing a German Expressionist Puzzle Game." Ohio University Honors Tutorial College / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1492777907436196.
Full textBenediktsdottir, Ásdis. "Analysing a Harvest Moon : On the translation of role language in Bokujō Monogatari: Hajimari no Daichi for the Nintendo 3DS." Thesis, Stockholms universitet, Tolk- och översättarinstitutet, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-118401.
Full textArzani, Caterina. "La traduzione che non c’è. Torment: Tides of Numenera." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/17216/.
Full textAmorino, Chiara. "Tra humor e transcreation: la localizzazione di West of Loathing." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/20446/.
Full textBranting, Peter. "En hyllning till spelet : En kartläggning av fenomenet romhackning och den av entusiaster utförda översättningen av tv-spel i Sverige." Thesis, Stockholms universitet, Tolk- och översättarinstitutet, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-45849.
Full textBooks on the topic "Translation of video games"
Pokémon Gold and Silver: Japanese Translation Guide. Sandwich Islands Publishing, 2000.
Find full textBook chapters on the topic "Translation of video games"
Pettini, Silvia. "Gender in war video games." In The Routledge Handbook of Translation, Feminism and Gender. Routledge, 2020. http://dx.doi.org/10.4324/9781315158938-38.
Full textPettini, Silvia. "Culture-Specificity in Video Games." In The Translation of Realia and Irrealia in Game Localization. Routledge, 2021. http://dx.doi.org/10.4324/9781003001935-3.
Full textZhang, Xiaochun. "Video game localization." In The Routledge Handbook of Translation and Media. Routledge, 2021. http://dx.doi.org/10.4324/9781003221678-27.
Full textBernal-Merino, Miguel. "Training translators for the video game industry." In The Didactics of Audiovisual Translation. John Benjamins Publishing Company, 2008. http://dx.doi.org/10.1075/btl.77.14ber.
Full textFrancuski, Boško. "The Influence of Video Games on Literary Works: Culture and/or Science." In CLIMB. Culture, Language, Literary, Translation, Library and Information Studies, Teaching Methodology and Book History. Универзитет у Београду, Филолошки факултет, 2017. http://dx.doi.org/10.18485/climb.2017.5.2.ch23.
Full textConsalvo, Mia. "Unintended Travel: ROM Hackers and Fan Translations of Japanese Video Games." In Gaming Globally. Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137006332_10.
Full textFerguson, Christopher J. "Video Games." In Encyclopedia of Adolescence. Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4419-1695-2_71.
Full textWatson, Steuart T., and Darrell Davis. "Video Games." In Encyclopedia of Child Behavior and Development. Springer US, 2011. http://dx.doi.org/10.1007/978-0-387-79061-9_3025.
Full textFerguson, Christopher J., and Sven Smith. "Video Games." In Encyclopedia of Adolescence. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-33228-4_71.
Full textBryant, Jay. "Video Games." In Java 7 for Absolute Beginners. Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3687-0_12.
Full textConference papers on the topic "Translation of video games"
Goodhue, David. "Velocity-based compression of 3D rotation, translation, and scale animations for AAA video games." In SIGGRAPH '20: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2020. http://dx.doi.org/10.1145/3388767.3407392.
Full textSaptanto, Deswandito. "The Dawn Of Literature: Video Games As The New Breed of Modern Popular Literature." In Proceedings of the 9th UNNES Virtual International Conference on English Language Teaching, Literature, and Translation, ELTLT 2020, 14-15 November 2020, Semarang, Indonesia. EAI, 2021. http://dx.doi.org/10.4108/eai.14-11-2020.2310240.
Full textWibowo, Agung, M. R. Nababan, Riyadi Santosa, and Diah Kristina. "Translation Quality Assessment: Carte Blanche of Translator in Localizing Simship MMORPG Video Game in Indonesia." In 1st Bandung English Language Teaching International Conference. SCITEPRESS - Science and Technology Publications, 2018. http://dx.doi.org/10.5220/0008215700310038.
Full textHui, Jason K., and Mark W. Baer. "Interactive Video Games." In 2017 IEEE HISTory of ELectrotechnolgy CONference (HISTELCON). IEEE, 2017. http://dx.doi.org/10.1109/histelcon.2017.8535654.
Full textSayogo, Shandhi, Hafiz Aziz Ahmad, and Dianing Ratri. "Translating Crew Management Process Into a Simulation Video Game." In International Moving Image Cultures Conference. Film Department Universitas Multimedia Nusantara, 2019. http://dx.doi.org/10.31937/imov-20.
Full textSAYOGO, SHANDHI, HAFIZ AZIZ AHMAD, and DIANING RATRI. "Translating Crew Management Process Into a Simulation Video Game." In International Moving Image Cultures Conference. Film Department Universitas Multimedia Nusantara, 2019. http://dx.doi.org/10.31937/imoviccon-20.
Full textShelomi, Matan. "Insects in Video Games." In 2016 International Congress of Entomology. Entomological Society of America, 2016. http://dx.doi.org/10.1603/ice.2016.118289.
Full textVella, Kellie, and Daniel Johnson. "Flourishing and video games." In The 8th Australasian Conference. ACM Press, 2012. http://dx.doi.org/10.1145/2336727.2336746.
Full textPillias, Clément, Raphaël Robert-Bouchard, and Guillaume Levieux. "Designing tangible video games." In CHI '14: CHI Conference on Human Factors in Computing Systems. ACM, 2014. http://dx.doi.org/10.1145/2556288.2556991.
Full textAng, Dennis. "Difficulty in Video Games." In C&C '17: Creativity and Cognition. ACM, 2017. http://dx.doi.org/10.1145/3059454.3078706.
Full textReports on the topic "Translation of video games"
Wilken, Michael. Wounded Warrior Games (Video). Defense Technical Information Center, 2011. http://dx.doi.org/10.21236/ada543110.
Full textAnderson, G. Oscar. Video Games and Americans Age 50-Plus. AARP Research, 2016. http://dx.doi.org/10.26419/res.00125.002.
Full textAnderson, G. Oscar. Video Games: Attitudes and Habits of Adults Age 50-Plus. AARP Research, 2016. http://dx.doi.org/10.26419/res.00125.001.
Full textSinde, J., C. Medrano, and JI Martínez. Transmission of values in adolescents: an analysis with video games. Revista Latina de Comunicación Social, 2015. http://dx.doi.org/10.4185/rlcs-2015-1044en.
Full textMuñoz González, JM, and B. Segovia Aguilar. How do teenagers interact with video games? Preferences and performative skills. Revista Latina de Comunicación Social, 2019. http://dx.doi.org/10.4185/rlcs-2019-1335en.
Full textMartínez-Cano, FJ, R. Cifuentes-Albeza, and B. Ivars Nicolás. Prosocial video games as a transitional space for peace: the case of Reconstrucción. Revista Latina de Comunicación Social, 2019. http://dx.doi.org/10.4185/rlcs-2019-1394en.
Full textHerr, Christopher, and Dennis Allen. Video Games as a Training Tool to Prepare the Next Generation of Cyber Warriors. Defense Technical Information Center, 2014. http://dx.doi.org/10.21236/ada610664.
Full textPallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. Commercial Off-The-Shelves Video Games for Reducing Stress and Anxiety: A PRISMA Systematic Review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2021. http://dx.doi.org/10.37766/inplasy2021.3.0081.
Full textJiménez Alcázar, Juan Francisco. Factions and nations: identity and identification in the historical video games set in the middle ages. Edicions de la Universitat de Lleida, 2021. http://dx.doi.org/10.21001/itma.2021.15.15.
Full textMai, Yiqiang, Kim Geok Soh, Fengmeng Qi, and Yandong Yuan. The effects of active video games on physical activity among overweight and obese adolescents: A systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2022. http://dx.doi.org/10.37766/inplasy2022.1.0128.
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