Chapter 2 The problems with the current taxonomies and definitions used in games studies and possible solutions
Terminological unraveling for use in quantitative research on games, gamers, and players
dc.contributor.author | Ellefsen, Ugo | |
dc.contributor.author | Florentin, Valérie | |
dc.date.accessioned | 2025-01-30T12:40:35Z | |
dc.date.available | 2025-01-30T12:40:35Z | |
dc.date.issued | 2025 | |
dc.identifier.uri | https://0-library-oapen-org.catalogue.libraries.london.ac.uk/handle/20.500.12657/98105 | |
dc.description.abstract | This 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.language | English | en_US |
dc.subject.classification | thema EDItEUR::C Language and Linguistics::CF Linguistics | en_US |
dc.subject.classification | thema EDItEUR::C Language and Linguistics::CF Linguistics::CFP Translation and interpretation | en_US |
dc.subject.classification | thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies | en_US |
dc.subject.other | Game Studies,Gamer Identity,Player Demographics,Inclusive Research Approaches,Gaming Culture | en_US |
dc.title | Chapter 2 The problems with the current taxonomies and definitions used in games studies and possible solutions | en_US |
dc.title.alternative | Terminological unraveling for use in quantitative research on games, gamers, and players | en_US |
dc.type | chapter | |
oapen.identifier.doi | 10.4324/9781032628677-3 | en_US |
oapen.relation.isPublishedBy | 7b3c7b10-5b1e-40b3-860e-c6dd5197f0bb | en_US |
oapen.relation.isPartOfBook | 0b09295c-db6d-4a40-80ef-ff5646c2bb7b | en_US |
oapen.relation.isFundedBy | b9519564-684b-4f6e-90c1-da4c9b00190c | en_US |
oapen.relation.isbn | 9781032628653 | en_US |
oapen.relation.isbn | 9781032628707 | en_US |
oapen.imprint | Routledge | en_US |
oapen.pages | 22 | en_US |