Journal articles on the topic 'Video game translation'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 journal articles for your research on the topic 'Video game translation.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.
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 (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 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 textMangiron, Carme. "Game on! Burning issues in game localisation." Journal of Audiovisual Translation 1, no. 1 (November 14, 2018): 122–38. http://dx.doi.org/10.47476/jat.v1i1.48.
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 (April 29, 2019): 12. http://dx.doi.org/10.24036/humanus.v18i1.103507.
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 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 (May 10, 2018): 937–52. http://dx.doi.org/10.1177/1354856518772027.
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 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 textEklund, Lina, Björn Sjöblom, and Patrick Prax. "Lost in Translation: Video Games Becoming Cultural Heritage?" Cultural Sociology 13, no. 4 (June 27, 2019): 444–60. http://dx.doi.org/10.1177/1749975519852501.
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 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 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 textGoaid Alotaibi, Abdullah, and Zafer Tuhaitah. "An overview of the localisation of video games into Arabic." Journal of Internationalization and Localization 8, no. 1 (September 13, 2021): 26–47. http://dx.doi.org/10.1075/jial.20008.goa.
Full textSereda, E. A., and 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, no. 1 (April 9, 2022): 46–57. http://dx.doi.org/10.35854/2541-8106-2022-1-46-57.
Full textGałkowski, Artur. "Świat onimiczny sagi o wiedźminie Andrzeja Sapkowskiego w przekładzie na język włoski." Annales Universitatis Paedagogicae Cracoviensis | Studia Historicolitteraria 17 (October 12, 2018): 210–19. http://dx.doi.org/10.24917/20811853.17.18.
Full textO’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 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 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 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 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 textAllen, Jonathan P., and Jeffrey Kim. "It and the Video Game Industry: Tensions and Mutual Shaping." Journal of Information Technology 20, no. 4 (December 2005): 234–44. http://dx.doi.org/10.1057/palgrave.jit.2000048.
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 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 (March 1, 2015): 426–40. http://dx.doi.org/10.2522/ptj.20130618.
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 textBernal-Merino, Miguel Á. "Creativity and playability in the localisation of video games." Journal of Internationalization and Localization 5, no. 1 (August 10, 2018): 74–93. http://dx.doi.org/10.1075/jial.00011.ber.
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 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 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 textO'Hagan, Minako. "Evolution of User-generated Translation." Journal of Internationalization and Localization 1 (January 1, 2009): 94–121. http://dx.doi.org/10.1075/jial.1.04hag.
Full textPurnomo, SF Luthfie Arguby. "GRAB THE GARB: THE INFLUENCES OF TRANSLATION TECHNIQUES IN THE LUDOLOGICAL ASPECTS OF VIDEO GAME TRANSLATION (A Case Study of Square Enix’s Lightning Returns: Final Fantasy XIII)." IZUMI 4, no. 1 (January 2, 2015): 1. http://dx.doi.org/10.14710/izumi.4.1.1-9.
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 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 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 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 (April 21, 2020): 123–29. http://dx.doi.org/10.34069/ai/2020.28.04.15.
Full text이상빈. "Translation and Reception of Culture-based Humor in a Video Game: A Case Study of StarCraft II." Journal of Translation Studies 14, no. 1 (March 2013): 183–210. http://dx.doi.org/10.15749/jts.2013.14.1.006.
Full textZou, Zhengxia, Tianyang Shi, Wenyuan Li, Zhou Zhang, and Zhenwei Shi. "Do Game Data Generalize Well for Remote Sensing Image Segmentation?" Remote Sensing 12, no. 2 (January 14, 2020): 275. http://dx.doi.org/10.3390/rs12020275.
Full textDomarenko, M., and A. Panova. "PECULIARITIES OF THE PROPER NAMES TRANSLATION BY MEANS OF THE CALQUING METHOD IN A VIDEO GAME DOTA UNDERLORDS." International Humanitarian University Herald. Philology 3, no. 51 (2021): 29–31. http://dx.doi.org/10.32841/2409-1154.2021.51-3.7.
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 (May 28, 2020): 3846. http://dx.doi.org/10.3390/ijerph17113846.
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 textMorrone, Maria Concetta, Andrea Guzzetta, Francesca Tinelli, Michela Tosetti, Michela Del Viva, Domenico Montanaro, David Burr, and Giovanni Cioni. "Inversion of Perceived Direction of Motion Caused by Spatial Undersampling in Two Children with Periventricular Leukomalacia." Journal of Cognitive Neuroscience 20, no. 6 (June 2008): 1094–106. http://dx.doi.org/10.1162/jocn.2008.20061.
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 (April 11, 2021): 928–60. http://dx.doi.org/10.17762/turcomat.v12i3.828.
Full textMaulina, Maulina, and Tri Indah Rusli. "PRE-SERVICE TEACHERS PERFORMANCE IN IMPLEMENTING TEACHING METHODS AT TEFL CLASS." KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE 1, no. 1 (April 8, 2019): 19–26. http://dx.doi.org/10.52208/klasikal.v1i1.6.
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 textCarruthers, Sean, Stephanie Louise, Stuart Lee, Shayden Bryce, Eric Tan, Maree Reser, Neil Thomas, and Susan Rossell. "S60. A PRELIMINARY COMPARISON OF COGNITIVE CHANGE: MINDFULNESS MEDITATION V. COGNITIVE REMEDIATION." Schizophrenia Bulletin 46, Supplement_1 (April 2020): S56. http://dx.doi.org/10.1093/schbul/sbaa031.126.
Full textShikhavtsova, Paula. "Gender Regimes in Animation Movies or About What Modern Cinderella Should Be." Inter 12, no. 21 (2020): 65–80. http://dx.doi.org/10.19181/inter.2020.21.4.
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 textSayogo, Shandhi, Hafif Aziz Ahmad, and Dianing Ratri. "Translating Crew Management Process Into a Simulation Video Game." IMOVICCON Conference Proceeding 1, no. 1 (July 3, 2019): 189–98. http://dx.doi.org/10.37312/imoviccon.v1i1.22.
Full textSong, Hua. "Translation and Localisation in Video Games: Making Entertainment Software Global." Australian Journal of Linguistics 38, no. 1 (January 12, 2017): 127–29. http://dx.doi.org/10.1080/07268602.2016.1272149.
Full text