Journal articles on the topic 'Translation of video games'
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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 textMahasneh, 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.
Full textMitchell, Peter J., Roman D. Lopatin, and Egor V. Trusov. "Teaching Russian-English translation with computer games." Tambov University Review. Series: Humanities, no. 193 (2021): 7–14. http://dx.doi.org/10.20310/1810-0201-2021-26-193-7-14.
Full textFernández-Costales, Alberto. "On the sociolinguistics of video games localisation." Journal of Internationalization and Localization 4, no. 2 (2017): 120–40. http://dx.doi.org/10.1075/jial.00001.fer.
Full textBernal-Merino, Miguel Á. "Creativity and playability in the localisation of video games." Journal of Internationalization and Localization 5, no. 1 (2018): 74–93. http://dx.doi.org/10.1075/jial.00011.ber.
Full textGoaid Alotaibi, Abdullah, and Zafer Tuhaitah. "An overview of the localisation of video games into Arabic." Journal of Internationalization and Localization 8, no. 1 (2021): 26–47. http://dx.doi.org/10.1075/jial.20008.goa.
Full textEPSHTEIN, OLGA V. "PROBLEMS OF TRANSLATION ADAPTATION OF ENGLISH-LANGUAGE GAMING AAA PROJECTS." Cherepovets State University Bulletin 3, no. 102 (2021): 143–53. http://dx.doi.org/10.23859/1994-0637-2021-3-102-11.
Full textSharifi, Hamid. "Norms governing the localization of video games." Journal of Internationalization and Localization 3, no. 1 (2016): 61–73. http://dx.doi.org/10.1075/jial.3.1.04sha.
Full textSong, Hua. "Translation and Localisation in Video Games: Making Entertainment Software Global." Australian Journal of Linguistics 38, no. 1 (2017): 127–29. http://dx.doi.org/10.1080/07268602.2016.1272149.
Full textGacek, Damian. "Translation of Video Games in the Context of Polish Localizations." New Horizons in English Studies 4 (September 13, 2019): 185–208. http://dx.doi.org/10.17951/nh.2019.4.185-208.
Full textMangiron, Carme. "Game on! Burning issues in game localisation." Journal of Audiovisual Translation 1, no. 1 (2018): 122–38. http://dx.doi.org/10.47476/jat.v1i1.48.
Full textAnna Sarapuk. "Réflexions sur la traduction du jeu vidéo en tant que nouveau média de représentation littéraire." Między Oryginałem a Przekładem 25, no. 46 (2019): 61–78. http://dx.doi.org/10.12797/moap.25.2019.46.04.
Full textMangiron, 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.
Full textPurnomo, SF Luthfie Arguby, SF Lukfianka Sanjaya Purnama, Lilik Untari, Arynaa Azzahra, and Nadya Octaviana Pramana Putri. "Proposing a Typology of Ludification as a Translation Technique for PC, Console, Mobile and Online Games." Langkawi: Journal of The Association for Arabic and English 7, no. 1 (2021): 25. http://dx.doi.org/10.31332/lkw.v7i1.2338.
Full textLee, Younhee, Qi Lu, and Woong Lim. "An Application of Mathematics to Computer Programming: Connecting Translation Vectors, the Minkowski Difference, and Collision Detection." Mathematics Teacher 112, no. 2 (2018): 150–55. http://dx.doi.org/10.5951/mathteacher.112.2.0150.
Full textPurnama, SF Lukfianka Sanjaya, and SF Luthfie Arguby Purnomo. "CLASSIFYING VIDEO GAME TRANSLATION STUDIES FROM TRANSTEXTUALITY PERSPECTIVES." LEKSEMA: Jurnal Bahasa dan Sastra 4, no. 1 (2019): 29. http://dx.doi.org/10.22515/ljbs.v4i1.1635.
Full textO'Hagan, Minako. "Translation as the new game in the digital era." Translation Spaces 1 (August 13, 2012): 123–41. http://dx.doi.org/10.1075/ts.1.06oha.
Full textAnisimova, 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.
Full textLevac, Danielle, Deborah Espy, Emily Fox, Sujata Pradhan, and Judith E. Deutsch. "“Kinect-ing” With Clinicians: A Knowledge Translation Resource to Support Decision Making About Video Game Use in Rehabilitation." Physical Therapy 95, no. 3 (2015): 426–40. http://dx.doi.org/10.2522/ptj.20130618.
Full textPurnomo, SF Luthfie Arguby, SF Lukfianka Sanjaya Purnama, and Lilik Untari. "PROSTHETIC TRANSLATION: RETRANSLATIONS OF VIDEO GAME REMAKES AND REMASTERS REFUTE RETRANSLATION HYPOTHESIS." Humanus 18, no. 1 (2019): 12. http://dx.doi.org/10.24036/humanus.v18i1.103507.
Full textMéndez González, Ramón. "Specialized Terminology in the Video Game Industry: Neologisms and their Translation." Vertimo studijos 12 (December 20, 2019): 71–86. http://dx.doi.org/10.15388/vertstud.2019.5.
Full textSayakhova, D. K. "LINGUOCULTURAL ADAPTATION OF A TEXT IN TRANSLATION (on the material of video games)." KAZAN LINGUISTIC JOURNAL 3, no. 1 (2020): 52–63. http://dx.doi.org/10.26907/2658-3321.2020.3.1.52-63.
Full textMuñoz Sánchez, Pablo. "Video Game Localisation for Fans by Fans." Journal of Internationalization and Localization 1 (January 1, 2009): 168–85. http://dx.doi.org/10.1075/jial.1.07mun.
Full textRoturier, Johann. "Miguel Á. Bernal-Merino: Translation and localisation in video games: making entertainment software global." Machine Translation 29, no. 3-4 (2015): 301–3. http://dx.doi.org/10.1007/s10590-015-9174-3.
Full textChandra, Tan Michael. "The process of translation, adaptation, and question of feminism in Luo Guanzhong�s Romance of the Three Kingdoms." Indonesian Journal of English Language Studies (IJELS) 4, no. 2 (2019): 56–61. http://dx.doi.org/10.24071/ijels.v4i2.2303.
Full textHevia, Carmen Mangiron. "VIDEO GAMES LOCALISATION: POSING NEW CHALLENGES TO THE TRANSLATOR." Perspectives 14, no. 4 (2007): 306–23. http://dx.doi.org/10.1080/09076760708669046.
Full textKhrushcheva, Tatiana Valerievna, and Svetlana Alekseevna Ermolenko. "Features of Language Localisation of “Resident Evil” Video Games in the Russian Market: A Translation Aspect." Filologičeskie nauki. Voprosy teorii i praktiki, no. 4 (April 2022): 1200–1205. http://dx.doi.org/10.30853/phil20220202.
Full textLuhova, Tetiana. "NARRATIVE AND STORYTELLING IN THE KNOWLEDGE STRUCTURE OF THE EDUCATIONAL BUSINESS VIDEO GAMES AS FACTORS OF THE SYNERGY OF INFORMATION TECHNOLOGIES AND SPIRITUALLY-ORIENTED PEDAGOGY." OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY, no. 8 (2020): 42–59. http://dx.doi.org/10.28925/2414-0325.2020.8.6.
Full textEliseeva, D. Yu, A. Yu Fedosov, D. V. Agaltsova, O. L. Mnatsakanyan, and K. K. Kuchmezov. "The Evolution of Artificial Intelligence and the Possibility of its Application in Cyber Games." Revista Amazonia Investiga 9, no. 28 (2020): 123–29. http://dx.doi.org/10.34069/ai/2020.28.04.15.
Full textOdacıoğlu, 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.
Full textPavan, Andrea, Matthew Boyce, and Filippo Ghin. "Action Video Games Improve Direction Discrimination of Parafoveal Translational Global Motion but Not Reaction Times." Perception 45, no. 10 (2016): 1193–202. http://dx.doi.org/10.1177/0301006616663215.
Full textMorais, Cecília Franco. "Contribuições para o ensino de tradução/localização de videogames: uma resenha de “Translation and Localisation in Video Games: Making Entertainment Software Global”, de Miguel Ángel Bernal-Merino." Belas Infiéis 9, no. 4 (2020): 291–99. http://dx.doi.org/10.26512/belasinfieis.v9.n4.2020.25196.
Full textQiu, Sihang, Alessandro Bozzon, Max V. Birk, and Ujwal Gadiraju. "Using Worker Avatars to Improve Microtask Crowdsourcing." Proceedings of the ACM on Human-Computer Interaction 5, CSCW2 (2021): 1–28. http://dx.doi.org/10.1145/3476063.
Full textPettini, 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.
Full textBjork, Robert E. "The reception history of Beowulf." SELIM. Journal of the Spanish Society for Medieval English Language and Literature. 25, no. 1 (2020): 1–19. http://dx.doi.org/10.17811/selim.25.2020.1-19.
Full textCarruthers, Sean, Stephanie Louise, Stuart Lee, et al. "S60. A PRELIMINARY COMPARISON OF COGNITIVE CHANGE: MINDFULNESS MEDITATION V. COGNITIVE REMEDIATION." Schizophrenia Bulletin 46, Supplement_1 (2020): S56. http://dx.doi.org/10.1093/schbul/sbaa031.126.
Full textGarwan, Hellaisna Nur'Aini, and Henny Priyanti. "An Analysis of the Teachers’ Strategies in Teaching English Vocabulary at the Seventh Grade of Mts N 7 Kebumen in the Academic Year 2019/2020." English Education and Literature Journal (E-jou) 1, no. 02 (2021): 72–84. http://dx.doi.org/10.53863/ejou.v1i02.141.
Full textEt.al, Charanjit Kaur Swaran Singh. "A Review of Data Analysis for Gamification: Challenges, Motivations, Recommendations and Methodological Aspects." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 3 (2021): 928–60. http://dx.doi.org/10.17762/turcomat.v12i3.828.
Full textStocks, Claire. "Stories from the Frontier: Bridging Past and Present at Hadrian’s Wall." Trends in Classics 11, no. 1 (2019): 139–60. http://dx.doi.org/10.1515/tc-2019-0008.
Full textProbert, W. J. M., S. Lakkur, C. J. Fonnesbeck, et al. "Context matters: using reinforcement learning to develop human-readable, state-dependent outbreak response policies." Philosophical Transactions of the Royal Society B: Biological Sciences 374, no. 1776 (2019): 20180277. http://dx.doi.org/10.1098/rstb.2018.0277.
Full textColder Carras, Michelle, Matthew Carras, and Alain B. Labrique. "Stakeholders’ Consensus on Strategies for Self- and Other-Regulation of Video Game Play: A Mixed Methods Study." International Journal of Environmental Research and Public Health 17, no. 11 (2020): 3846. http://dx.doi.org/10.3390/ijerph17113846.
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