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1

Pokémon Gold and Silver: Japanese Translation Guide. Sandwich Islands Publishing, 2000.

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2

McCoy, Lisa. Video Games. Infobase Pub., 2010.

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3

Video games. Lucent Books, 2009.

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4

McCoy, Lisa. Video games. Ferguson, 2010.

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5

1977-, Espejo Roman, ed. Video games. Greenhaven Press, 2003.

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6

Pratchett, Rhianna. Video games. Crabtree Pub., 2009.

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7

Video games. Ferguson, 2010.

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8

Video games. Random House, 1994.

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9

Hile, Kevin. Video games. Lucent Books, 2009.

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Jozefowicz, Chris. Video games. Gareth Stevens Pub., 2010.

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11

Amoroso, Paolo. Video games. Derbyshire College of Higher Education, 1991.

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12

Video games. Greenhaven Press, 2010.

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13

Parks, Peggy J. Video games. ReferencePoint Press, 2008.

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14

Erlbach, Arlene. Video Games. Lerner Publications, 1995.

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15

Violent video games. Greenhaven Press, A part of Gale, Cengage Learning, 2015.

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16

Parliament, Great Britain. Video Games Bill. Stationery Office, 2005.

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17

Tringham, Neal. Science fiction video games. CRC Press, 2015.

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18

Marcovitz, Hal. Are video games harmful? ReferencePoint Press, 2011.

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19

Writing for video games. A. & C. Black, 2006.

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20

Sex in video games. Charles River Media, 2007.

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21

Marcovitz, Hal. Are video games harmful? ReferencePoint Press, 2011.

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22

Video games and youth. ReferencePoint Press, Inc., 2015.

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23

Joshua, Robbins, ed. Mastering Nintendo Video Games. Hayden Books, 1989.

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24

Daniel, Muriel, and Crawford Garry. Video Games As Culture. Routledge, 2018. http://dx.doi.org/10.4324/9781315622743.

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25

Walkerdine, Valerie. Children, Gender, Video Games. Palgrave Macmillan UK, 2007. http://dx.doi.org/10.1057/9780230235373.

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26

Bernal-Merino, Miguel Á. Translation and Localisation in Video Games. Routledge, 2014. http://dx.doi.org/10.4324/9781315752334.

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27

Sajna, Mateusz. Video Game Translation and Cognitive Semantics. Lang GmbH, Internationaler Verlag der Wissenschaften, Peter, 2016.

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28

Sajna, Mateusz. Video Game Translation and Cognitive Semantics. Lang GmbH, Internationaler Verlag der Wissenschaften, Peter, 2016.

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29

Sajna, Mateusz. Video Game Translation and Cognitive Semantics. Lang GmbH, Internationaler Verlag der Wissenschaften, Peter, 2016.

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30

Sajna, Mateusz. Video Game Translation and Cognitive Semantics. Lang GmbH, Internationaler Verlag der Wissenschaften, Peter, 2016.

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31

Orero, Pilar, Carmen Mangiron, and Minako O'Hagan. Fun for All: Translation and Accessibility Practices in Video Games. Lang AG International Academic Publishers, Peter, 2014.

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32

Orero, Pilar, Carmen Mangiron, and Minako O'Hagan. Fun for All: Translation and Accessibility Practices in Video Games. Lang AG International Academic Publishers, Peter, 2014.

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33

Orero, Pilar, Carmen Mangiron, and Minako O'Hagan. Fun for All: Translation and Accessibility Practices in Video Games. Lang AG International Academic Publishers, Peter, 2014.

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34

Orero, Pilar, Carmen Mangiron, and Minako O'Hagan. Fun for All: Translation and Accessibility Practices in Video Games. Lang AG International Academic Publishers, Peter, 2014.

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35

Translation and Localisation in Video Games: Making Entertainment Software Global. Routledge, 2014.

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36

Laurentiis, Antonella De, Elisa Perego, Gian Luigi De Rosa, and Francesca Bianchi. Translating Humour in Audiovisual Texts. Lang AG International Academic Publishers, Peter, 2014.

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37

Laurentiis, Antonella De, Elisa Perego, Gian Luigi De Rosa, and Francesca Bianchi. Translating Humour in Audiovisual Texts. Lang AG International Academic Publishers, Peter, 2014.

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38

Translating Humour in Audiovisual Texts. Lang AG International Academic Publishers, Peter, 2014.

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39

Laurentiis, Antonella De, Elisa Perego, Gian Luigi De Rosa, and Francesca Bianchi. Translating Humour in Audiovisual Texts. Lang AG International Academic Publishers, Peter, 2014.

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40

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

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41

Ainana, Hiro. Death march to the parallel world rhapsody. Yen Press, 2017.

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42

Touno, Mamare. Log horizon: The West Wind Brigade. 2016.

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43

Log Horizon: The West Wind Brigade, Vol. 11. Yen Press, 2019.

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44

artist, Koyuki (Mangaka), Hara Kazuhiro artist, Engel Taylor translator, and Blakeslee Brndn letterer, eds. Log horizon: The West Wind Brigade. 2016.

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45

artist, Yamada Ktar 1980, Abec 1985 contributor, Paul Stephen (Translator) translator, and Blakeslee Brndn letterer, eds. Sword art online: Phantom bullet. Yen Press, 2016.

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46

Vernallis, Carol, Amy Herzog, and John Richardson, eds. The Oxford Handbook of Sound and Image in Digital Media. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199757640.001.0001.

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Abstract:
This collection of essays explores the relations between sound and image in a rapidly shifting landscape of audiovisual media in the digital age. Featuring contributions from scholars who bring with them an impressive array of disciplinary expertise, from film studies and philosophy to musicology, pornography, digital gaming, and media studies, the book charts new territory by analyzing what it calls the “media swirl” and the “audiovisual turn.” It draws on a range of media texts including blockbuster cinema, video art, music videos, video games, amateur video compilations, visualization technologies, documentaries, and immersive theater to address myriad subjects such as the transition of cinematic discourses to digital production and distribution, the relations between screens and public space, and the shifting nature of noise within digital ecosystems. It also examines noise, droning, and silence as recurring themes in New Extremist films of Europe, along with temporal and generic anomalies by citing examples such as the Silent Hill videogame series, the performance/installation Sleep No More, and the poetics of David Lynch’s Inland Empire. In addition, the book discusses the translation of information into digital media, how music has both shaped and become embedded within the aesthetic culture of political conflict, the nature of “realism” in relation to new audiovisual media networks, and the accelerated aesthetics of networked mediascape and the ways in which they may be connected to contemporary labor and global capitalism.
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47

Espejo, Roman. Video Games. Greenhaven Press, 2002.

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48

Video Games. Rourke Pub Group, 2008.

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49

Laurie, Willis, ed. Video games. Greenhaven Press, 2009.

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50

Loh-Hagan, Virginia. Video Games. Cherry Lake Publishing, 2021.

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