Journal articles on the topic 'Video game localization'
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O’Hagan, Minako. "Putting Pleasure First: Localizing Japanese Video Games." TTR 22, no. 1 (October 21, 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 (April 3, 2018): 47–62. http://dx.doi.org/10.1515/les-2018-0003.
Full textCasado Valenzuela, Alicia. "Towards a Japanese video game localization quality analysis model." Journal of Internationalization and Localization 5, no. 1 (August 10, 2018): 1–20. http://dx.doi.org/10.1075/jial.00008.cas.
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 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 (June 30, 2018): 103–20. http://dx.doi.org/10.17851/1983-3652.11.1.103-120.
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 (January 30, 2017): 107. http://dx.doi.org/10.18326/rgt.v9i2.696.
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 (December 1, 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 (December 1, 2016): 107. http://dx.doi.org/10.18326/rgt.v9i2.1148.
Full textPettini, Silvia. "Auteurism and game localization — revisiting translational approaches." Culture & Society issue 4, no. 2 (December 31, 2015): 268–88. http://dx.doi.org/10.1075/ts.4.2.05pet.
Full textMangiron, Carme. "Found in Translation: Evolving Approaches for the Localization of Japanese Video Games." Arts 10, no. 1 (January 26, 2021): 9. http://dx.doi.org/10.3390/arts10010009.
Full textSouza, 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.
Full textFernández 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.
Full textEsqueda, Marileide Dias. "Training Translators for Video Game Localization: In Search of a Pedagogical Approach." Revista Brasileira de Linguística Aplicada 20, no. 4 (December 2020): 703–31. http://dx.doi.org/10.1590/1984-6398202016045.
Full textFernández-Costales, Alberto. "On the sociolinguistics of video games localisation." Journal of Internationalization and Localization 4, no. 2 (December 31, 2017): 120–40. http://dx.doi.org/10.1075/jial.00001.fer.
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 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 (June 20, 2019): 29. http://dx.doi.org/10.22515/ljbs.v4i1.1635.
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 (July 1, 2016): 675. http://dx.doi.org/10.17507/jltr.0704.06.
Full textSharifi, Hamid. "Norms governing the localization of video games." Journal of Internationalization and Localization 3, no. 1 (August 11, 2016): 61–73. http://dx.doi.org/10.1075/jial.3.1.04sha.
Full textCarlson, Rebecca, and Jonathan Corliss. "Imagined Commodities: Video Game Localization and Mythologies of Cultural Difference." Games and Culture 6, no. 1 (October 19, 2010): 61–82. http://dx.doi.org/10.1177/1555412010377322.
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 textKoscelníková, Mária. "The localization of video games into less widely spoken languages that share a common history." Journal of Internationalization and Localization 8, no. 1 (September 13, 2021): 1–25. http://dx.doi.org/10.1075/jial.20013.kos.
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 textJagosz, 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.
Full textMuñoz Sánchez, Pablo, and Rafael López Sánchez. "The ins and outs of the video game localization process for mobile devices." Tradumàtica: tecnologies de la traducció, no. 14 (December 31, 2016): 16. http://dx.doi.org/10.5565/rev/tradumatica.182.
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 (June 27, 2021): 25. http://dx.doi.org/10.31332/lkw.v7i1.2338.
Full textNewman, Jacob, Jian-Wei Lin, Dah-Jye Lee, and Jen-Jui Liu. "Automatic Annotation of American Football Video Footage for Game Strategy Analysis." Electronic Imaging 2021, no. 6 (January 18, 2021): 303–1. http://dx.doi.org/10.2352/issn.2470-1173.2021.6.iriacv-303.
Full textPilon, Sylvianne, and Diane-Gabrielle Tremblay. "The Geography of Clusters: The Case of the Video Games Clusters in Montreal and in Los Angeles." Urban Studies Research 2013 (August 13, 2013): 1–9. http://dx.doi.org/10.1155/2013/957630.
Full textMulimani, neshwari, and Aziz Makandar. "Sports Video Annotation and Multi- Target Tracking using Extended Gaussian Mixture model." International Journal of Recent Technology and Engineering 10, no. 1 (May 30, 2021): 1–6. http://dx.doi.org/10.35940/ijrte.a5589.0510121.
Full textMaziarz, Piotr, and Debora Onik. "Cultural Barriers in Equivalence - The English Localization of the Video Game Wiedźmin 3: Dziki Gon." Explorations: A Journal of Language and Literature 7, no. 2019 (December 15, 2019): 45–57. http://dx.doi.org/10.25167/exp13.19.7.6.
Full textde Pedro Ricoy, Raquel. "Internationalization vs. Localization: The Translation of Videogame Advertising." Meta 52, no. 2 (August 2, 2007): 260–75. http://dx.doi.org/10.7202/016069ar.
Full textSarıgül-Jonathan Maurice Ross, Semih. "Volunteer vs. Professional Community Translation in Video Game Localization: The Case of the Steam Translation Server in Turkish." transLogos Translation Studies Journal 3/2, no. 3/2 (2020): 1–22. http://dx.doi.org/10.29228/translogos.24.
Full textMauri, Antoine, Redouane Khemmar, Benoit Decoux, Madjid Haddad, and Rémi Boutteau. "Real-Time 3D Multi-Object Detection and Localization Based on Deep Learning for Road and Railway Smart Mobility." Journal of Imaging 7, no. 8 (August 12, 2021): 145. http://dx.doi.org/10.3390/jimaging7080145.
Full textYeltsova, S., and L. Alaeva. "LOCALIZATION OF COMPUTER VIDEO GAMES." International Humanitarian University Herald. Philology 4, no. 43 (2019): 60–63. http://dx.doi.org/10.32841/2409-1154.2019.43.4.14.
Full textArasawa, Komei, and Shun Hattori. "Automatic Baseball Video Tagging Based on Voice Pattern Prioritization and Recursive Model Localization." Journal of Advanced Computational Intelligence and Intelligent Informatics 21, no. 7 (November 20, 2017): 1262–79. http://dx.doi.org/10.20965/jaciii.2017.p1262.
Full textHnatenko, 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 (December 2020): 66–83. http://dx.doi.org/10.24195/2616-5317-2020-31-5.
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 textFirrao, Donato, Paolo Matteis, Giovanni M. M. Mortarino, P. Russo Spena, Giorgio Scavino, and F. D'Aiuto. "Room Temperature Plastic Flow Localization in a Mn-Alloyed Austenitic Steel." Materials Science Forum 604-605 (October 2008): 139–46. http://dx.doi.org/10.4028/www.scientific.net/msf.604-605.139.
Full textNAGY, Stephen Robert. "Japanese Martial Arts as Popular Culture: Teaching Opportunity and Challenge." Asian Studies 3, no. 1 (July 24, 2015): 83–102. http://dx.doi.org/10.4312/as.2015.3.1.83-102.
Full textSchumacher, Federico, Vicente Espinoza, Francisca Mardones, Rodrigo Vergara, Alberto Aránguiz, and Valentina Aguilera. "Perceptual Recognition of Sound Trajectories in Space." Computer Music Journal 45, no. 1 (2021): 39–54. http://dx.doi.org/10.1162/comj_a_00593.
Full textFisher, Austin. "Media Across Borders: The 1st international Conference on the Localization of Film, Television and Video Games, university of roehampton, London, 8–9 June 2012." Transnational Cinemas 3, no. 2 (October 1, 2012): 245–49. http://dx.doi.org/10.1386/trac.3.2.245_7.
Full textAl-Batineh, Mohammed. "Issues in Arabic video game localization: A descriptive study." International Journal of Translation and Interpreting Research 13, no. 2 (July 26, 2021). http://dx.doi.org/10.12807/ti.113202.2021.a03.
Full textJooyaeian, Ehsan, and Masood Khoshsaligheh. "Translation Solutions in Professional Video Game Localization in Iran." Games and Culture, March 8, 2022, 155541202210777. http://dx.doi.org/10.1177/15554120221077726.
Full textAl-Batineh, Mohammed, and Razan Alawneh. "Translation hacking in Arabic video game localization." Translation Spaces, September 2, 2021. http://dx.doi.org/10.1075/ts.20051.alb.
Full textŠiaučiūnė, Vaida, and Vilmantė Liubinienė. "Video Game Localization: the Analysis of In-Game Texts." Studies About Languages, no. 19 (December 12, 2011). http://dx.doi.org/10.5755/j01.sal.0.19.945.
Full textPeng, Wenqing. "Video game localization as homecoming in Total War: Three Kingdoms." Translator, June 2, 2021, 1–17. http://dx.doi.org/10.1080/13556509.2021.1923262.
Full textGlasspool, Lucy Hannah. "Simulation and database society in Japanese role-playing game fandoms: Reading boys' love dōjinshi online." Transformative Works and Cultures 12 (April 11, 2012). http://dx.doi.org/10.3983/twc.2013.0433.
Full textPodskrebko, Oleksandr, and Nadiia Ivanchenko. "ANALYSIS OF THE DIGITAL VIDEO GAMES MARKET AND ITS IMPACT ON THE ECONOMY." Economic scope, 2021. http://dx.doi.org/10.32782/2224-6282/175-24.
Full textAl-Batineh, Mohammed, and Razan Alawneh. "Current trends in localizing Video games into Arabic: localization levels and gamers’ preferences." Perspectives, May 25, 2021, 1–20. http://dx.doi.org/10.1080/0907676x.2021.1926520.
Full textIlias, Bukhari, Shazmin Aniza Abdul Shukor, Sazali Yaacob, Abdul Hamid Adom, and Mohd Firdaus Haja Hussain. "EVALUATION OF SCENE PARAMETERS FOR OPTIMUM PERFORMANCE OF LOCALIZATION USING KINECT." Jurnal Teknologi 76, no. 12 (October 13, 2015). http://dx.doi.org/10.11113/jt.v76.5862.
Full textCruz-Lara, Samuel, Alexandre Denis, and Nadia Bellalem. "Linguistic and multilingual issues in virtual worlds and serious games: a general review." Journal For Virtual Worlds Research 7, no. 1 (January 24, 2014). http://dx.doi.org/10.4101/jvwr.v7i1.7084.
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