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商品詳細
Game Localization : Translating for the Global Digital Entertainment Industry. ゲームのローカル化 -グローバル・デジタル娯楽産業のための翻訳-
・ISBN 978-90-272-2456-9 hard
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・ISBN 978-90-272-2457-6 paper
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電子版あり 大学・学術機関向け電子ブック(eBook)ISBN 978-90-272-7186-0
| 著者・編者 | O'Hagan, Minako / Mangiron, C., |
|---|---|
| シリーズ | Benjamins Translation Library |
| 出版社 | (J. Benjamins, NE) |
| 出版年月 | 2013 |
| ページ数 | xii, 370 pp. |
| 言語 | ENG |
| ニュース番号 | <604-2218 604-2822> |
解説
Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive introduction to the topic of game localization the book draws on the literature in Game Studies as well as Translation Studies. The book's readership is intended to be translation scholars, game localization practitioners and those in Game Studies developing research interest in the international dimensions of the digital entertainment industry. The book aims to provide a road map for the dynamic professional practices of game localization and to help readers visualize the expanding role of translation in one of the 21st century's key global industries.