With a global turnaround rivalling cinema industry’s, video games have come of age as a mainstream digital medium and a vibrant cultural phenomenon worldwide. As international sales account for 30-50 per cent of annual revenues, far-reaching issues related to video game localisation practice need to be addressed in academia, in terms of their highest descriptive, theoretical and applied purposes. This review introduces two pioneering volumes that seek to conceptualise a set of practices and reflections that have been emerging in the last ten years, linking them with well-founded disciplinary frameworks including Game Studies, GILT (Globalisation, Internationalisation, Localisation and Translation), and, of course, Audiovisual Translation and Translation Studies.
Tarquini, G., Massidda, S. (2014). Video game localisation and beyond: shifting digital boundaries in Translation Studies. INTRALINEA ON LINE TRANSLATION JOURNAL, inTRAlinea Reviews, 1-4.
Video game localisation and beyond: shifting digital boundaries in Translation Studies
TARQUINI, GIANNA;
2014
Abstract
With a global turnaround rivalling cinema industry’s, video games have come of age as a mainstream digital medium and a vibrant cultural phenomenon worldwide. As international sales account for 30-50 per cent of annual revenues, far-reaching issues related to video game localisation practice need to be addressed in academia, in terms of their highest descriptive, theoretical and applied purposes. This review introduces two pioneering volumes that seek to conceptualise a set of practices and reflections that have been emerging in the last ten years, linking them with well-founded disciplinary frameworks including Game Studies, GILT (Globalisation, Internationalisation, Localisation and Translation), and, of course, Audiovisual Translation and Translation Studies.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.