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dc.contributor.authorAl‑Batineh, Mohammed
dc.date.accessioned2025-01-30T12:45:55Z
dc.date.available2025-01-30T12:45:55Z
dc.date.issued2025
dc.identifier.urihttps://0-library-oapen-org.catalogue.libraries.london.ac.uk/handle/20.500.12657/98106
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.otherMobile Game Localization,Mobile Gaming,Arabic Localization,Localization Reception,Freemium Modelen_US
dc.titleChapter 7 Arabic mobile game localizationsen_US
dc.title.alternativeGamer profiles, preferences, and implications for an immersive gaming experienceen_US
dc.typechapter
oapen.identifier.doi10.4324/9781032628677-9en_US
oapen.relation.isPublishedBy7b3c7b10-5b1e-40b3-860e-c6dd5197f0bben_US
oapen.relation.isPartOfBook0b09295c-db6d-4a40-80ef-ff5646c2bb7ben_US
oapen.relation.isFundedBy10cb0fd8-202e-4c99-9860-ea205b9d8299en_US
oapen.relation.isbn9781032628653en_US
oapen.relation.isbn9781032628707en_US
oapen.imprintRoutledgeen_US
oapen.pages20en_US


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