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dc.contributor.authorEllefsen, Ugo
dc.contributor.authorFlorentin, Valérie
dc.date.accessioned2025-01-30T12:40:35Z
dc.date.available2025-01-30T12:40:35Z
dc.date.issued2025
dc.identifier.urihttps://0-library-oapen-org.catalogue.libraries.london.ac.uk/handle/20.500.12657/98105
dc.description.abstractThis innovative collection makes the case for a push within the discipline to adopt user-centric perspectives on translated video games and their corresponding accessibility features. The volume demonstrates how audiovisual translation (AVT) and media accessibility (MA) involve decisions that can re-shape the gaming experience of players and other audiences. Contributions in the book outline this in two ways. First, they collectively provide an account of the prospects and challenges that come with user-centric scholarly inquiry in game translation and accessibility. Second, complementarily, they report on original studies and new, exciting findings while adopting the perspective of global users. Taken together, the collection serves as a call to action to systematically advance research eliciting variable types of input from users who take advantage of translation and accessibility services. Such research will facilitate a clearer understanding of how the particular decisions of translators and other relevant agents shape game reception. This book will be of interest to scholars in both translation studies and video game research, as well as those interested in media accessibility and media studies more broadly. Chapters 7 of this book is freely available as a downloadable Open Access PDF at http://0-www-taylorfrancis-com.catalogue.libraries.london.ac.uk under a Creative Commons Attribution-NonCommercial-NoDerivs (CC BY-NC-ND) license.en_US
dc.languageEnglishen_US
dc.subject.classificationthema EDItEUR::C Language and Linguistics::CF Linguisticsen_US
dc.subject.classificationthema EDItEUR::C Language and Linguistics::CF Linguistics::CFP Translation and interpretationen_US
dc.subject.classificationthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studiesen_US
dc.subject.otherGame Studies,Gamer Identity,Player Demographics,Inclusive Research Approaches,Gaming Cultureen_US
dc.titleChapter 2 The problems with the current taxonomies and definitions used in games studies and possible solutionsen_US
dc.title.alternativeTerminological unraveling for use in quantitative research on games, gamers, and playersen_US
dc.typechapter
oapen.identifier.doi10.4324/9781032628677-3en_US
oapen.relation.isPublishedBy7b3c7b10-5b1e-40b3-860e-c6dd5197f0bben_US
oapen.relation.isPartOfBook0b09295c-db6d-4a40-80ef-ff5646c2bb7ben_US
oapen.relation.isFundedByb9519564-684b-4f6e-90c1-da4c9b00190cen_US
oapen.relation.isbn9781032628653en_US
oapen.relation.isbn9781032628707en_US
oapen.imprintRoutledgeen_US
oapen.pages22en_US


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