Isbn: 9781032628707 - user-centric studies in game translation and accessibility (15 risultati)

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  • Lingua: Inglese

    Editore: Routledge, 2026

    1032628707 / 9781032628707

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  • Lingua: Inglese

    Editore: Routledge, 2026

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  • Lingua: Inglese

    Editore: Routledge, 2026

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  • Lingua: Inglese

    Editore: Routledge, 2026

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  • Lingua: Inglese

    Editore: Routledge, 2026

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  • Lingua: Inglese

    Editore: Routledge, 2026

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  • Lingua: Inglese

    Editore: Routledge, 2026

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    Da: Kennys Bookshop and Art Galleries Ltd., Galway, GY, IrlandaKennys Bookshop and Art Galleries Ltd.

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    Condizione: New. 2026. 1st Edition. paperback. . . . . .

  • Lingua: Inglese

    Editore: Routledge, 2026

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  • Lingua: Inglese

    Editore: Taylor & Francis Ltd, 2026

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    Da: Revaluation Books, Exeter, Regno UnitoRevaluation Books

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    Paperback. Condizione: Brand New. 188 pages. 6.00x0.42x9.00 inches. In Stock.

  • Lingua: Inglese

    Editore: Routledge, 2026

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    Da: Kennys Bookstore, Olney, MD, U.S.A.Kennys Bookstore

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    Condizione: New. 2026. 1st Edition. paperback. . . . . . Books ship from the US and Ireland.

  • Lingua: Inglese

    Editore: Taylor & Francis, 2026

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    Da: moluna, Greven, Germaniamoluna

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    Condizione: New. Mikolaj Deckert is an Associate Professor at the Institute of English Studies, University of Lodz, Poland.Krzysztof W. Hejduk is a PhD candidate at the Doctoral School of Humanities, University of Lodz, Poland.

  • Lingua: Inglese

    Editore: Taylor & Francis Ltd (Sales) Mai 2026, 2026

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    Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH

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    Taschenbuch. Condizione: Neu. Neuware.

  • Lingua: Inglese

    Editore: Taylor & Francis Ltd, London, 2026

    1032628707 / 9781032628707

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    Paperback. Condizione: new. Paperback. 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 2 and 7 of this book is freely available as a downloadable Open Access PDF at under a Creative Commons Attribution-NonCommercial-NoDerivs (CC BY-NC-ND) license. 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. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

  • Lingua: Inglese

    Editore: Taylor & Francis Ltd, London, 2026

    1032628707 / 9781032628707

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    Da: CitiRetail, Stevenage, Regno UnitoCitiRetail

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    Paperback. Condizione: new. Paperback. 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 2 and 7 of this book is freely available as a downloadable Open Access PDF at under a Creative Commons Attribution-NonCommercial-NoDerivs (CC BY-NC-ND) license. 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. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.

  • Lingua: Inglese

    Editore: Taylor & Francis Ltd, London, 2026

    1032628707 / 9781032628707

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    Paperback. Condizione: new. Paperback. 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 2 and 7 of this book is freely available as a downloadable Open Access PDF at under a Creative Commons Attribution-NonCommercial-NoDerivs (CC BY-NC-ND) license. 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. This item is printed on demand. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.