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Index
Cover Title Copyright About the Editors About the Book This eBook can be cited Acknowledgements Table of Contents Editorial Section I: Game Accessibility
From Game Accessibility to Universally Accessible Games
1. Introduction 2. Video Games and People with Disabilities 3. Making Games Accessible 4. The Mainstream Games Industry vs. Game Accessibility 5. Universally Accessible Games
5.1. Designing Universally Accessible Games
6. A Far More Challenging Task: Multiplayer Accessible Games
6.1. Ambient Intelligence: The Next Big Challenge for Game Accessibility
7. In Summary Acknowledgments References
Translating Fun for All: Promoting Accessibility in Video Games: Alberto Fernández Costales
1. Introduction 2. Fun for All: Casual Gaming and the Democratization of the Games Industry 3. Accessibility revisited 4. Translation as a Tool to Enhance Video Game Accessibility
4.1. Visually Impaired Gamers 4.2. Hearing Impaired Gamers 4.3. Media Accessibility for All: Reducing the Digital Divide
5. Conclusions References
Accessible Games and Education: Accessibility Experiences with eAdventure : Javier Torrente, Ángel del Blanco, Pablo Moreno-Ger, Iván Martínez-Ortiz and Baltasar Fernández-Manjón
1. Introduction 2. Related Work
2.1. Accessibility in e-Learning Environments 2.2. Special and Adapted Game Devices 2.3. Accessibility in Entertainment-Driven Commercial Video Games
3. Design Strategies for Accessible Educational Video Games
3.1. Appropriate Genres for Accessible Educational Video Games 3.2. Fine-grained Adaptation vs. Coarse-grained Adaptation 3.3. The Distribution and Deployment of Educational Video Games
4. The eAdventure Approach
4.1. Combination of Input/Output Modules 4.2. Input Modules 4.3. Output Modules 4.4. Configuring Accessibility Features with the eAdventure Game Editor
5. Case Study
5.1. Adaptation of the 1492 Game 5.2. Preliminary Evaluation
6. Conclusions and Future Work Acknowledgements References
How to Make Universally Accessible Video Games: Javier Mairena
1. Introduction 2. The Importance of a List of Solutions
2.1. Pre-existing Lists
3. The Importance of Some Kind of Structure 4. Solutions and Their Classification 5. Lists of solutions by functionality
5.1 Cognitive 5.2. Mobility 5.3 Visual 5.4 Auditory
6. List of General Solutions 7. Making a Universally Accessible Video Game Bibliography Appendix A – Accessibility Solutions Appendix B – Functional Classifications
Cognitive Impairment Visual Impairment Auditory Impairment Mobility Impairment
Appendix C – Tables of Solutions and Functionalities
Section II: Game Translation and Localization
Divided by language, united by gameplay: an example of ludological game localization: Ornella Lepre
1. Introduction 2. Playing with rhythm: Elite Beat Agents and Osu! Tatakae! Ouendan! 3. Elite Beat Agents
3.1. Rhythm localized – a text analysis.
3.1.1. Borrowing from comics: the use of onomatopoeia. 3.1.2. Culture-specific items
4. Osu! Tatakae! Ouendan!
4.1. Remakes
5. Conclusions Bibliographical Games
Translation Strategies and Video Game Translation: A Case Study of Beyond Good and Evil: Annelies van Oers
1. Introduction 2. Research Methodology 3. Translation Strategies
3.1 Vinay and Darbelnet
Borrowing The Calque Literal translation Adaptation
3.2 Grit
Description Core Translation Omission
3.3 Mangiron and O'Hagan
Re-naming of key terminology and character names Contextualisation by addition Re-creation of plays on words The use of regional expressions Transcreation Compensation
4. Main Findings 5. Conclusions References
Translating the onscreen text blindfolded: possibilities and impossibilities: Gianna Tarquini
1. Introduction 2. Fundamental factors of variation in the approach to game translation 3. The Study Methodology 4. The OST: a specific form of constrained translation 5. The binding constraints of file management: decontextualisation, non-linearity and semantic ambiguity 6. Conclusions Bibliography
Video game and Fan translation: A case study of Chrono Trigger: Rafael Müller Galhardi
1. Introduction 2. Localization, Video Games and Fan Translations 3. Chrono Trigger Conclusions References
Terminology Management in Video Game Localisation: Xiaochun Zhang
1 Introduction 2 The motivations for managing terms in game localisation
2.1 Terminology management reduces constraints stemming from the source text 2.2 Terminology management improves consistency in the target text 2.3 Terminology management saves on time and cost
3 The general procedures of terminology management in game localisation
3.1 The key duties of a terminologist 3.2 Terminology tools 3.3 Terminology collection 3.4 Terminology reference information 3.5 Identification of target language equivalents 3.6 Terminology glossaries
4 The establishment of a web-based terminology database for the video games domain 5 Conclusions Bibliography
Games, Localization, and Diaspora: Stephen Mandiberg
1. Introduction 2. Diaspora 3. Diasporic Texts 4. The Language of Games in China 5. Language in Gaming: Monolingual, Multilingual, and Omnilingual Styles
Monolingual Language Implementation Multilingual Language Implementation Omnilingual Language Implementation
6. Moving Towards Diasporic Games 7. Conclusions Bibliography
Video game Localization Training on offer in Spanish Universities at an Undergraduate Level: Oliver Carreira and Eugenia Arrés
1. Introduction 2. What is video game localization?
2.1. The relevance of localization in the current undergraduate Spanish curricula
3. The situation of the video game market 4. Educational resources related to video game localization in the new Spanish curricula 5. A survey of professionals working in the video game localization sector
5.1. Question One: From which university did you graduate? 5.2. Question Two: What is your degree in? 5.3. Question Three: Have you attended courses in video game localization? 5.4. Question Four: If the answer to the previous question was 'no', has the content of any other course helped you in your professional life? 5.5. Question Five: Do you have additional training in video game localization? 5.6. Question Six: What is your professional profile? 5.7. Question Seven: Do you work in-house or as a freelance?
6. Proposals 7. Bibliography
New Challenges in Interactive Media Localization Projects: Victor Alonso Lion
1. Introduction 2. The Social Media Landscape 3. The Global Increase of Technological Access 4. The Global Playground 5. Process, Templates and Standards 6. Flexibility 7. Collaboration 8. Quality
Emotion Content types Engagement
9. Transparency, Confidentiality and Security 10. Technology 11. Content
Crowdsourcing No static content
12. Influencers / Community 13. Conclusion
Beyond Localization: An Overview of Game Culturalization: Kate Edwards
1. Introduction: Culture is critical to game design 2. Levels of game culturalization 3. The critical context of culture 4. Types of culturalization challenges
4.1 History: Past and Present 4.2 Religion & Faith: Sacred vs. Secular 4.3 Ethnicity: Inclusion vs. Exclusion 4.4 Geopolitics: Imaginations of Sovereignty
5. Final comments
Note of Contributors
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