Books & Articles

Alonso, Víctor. 2014. “New Challenges in Interactive Media Localization Projects”.

In Fun for All: Translation and Accessibility Practices in Video Games, by Carme Mangiron, Pilar Orero and Minako O’Hagan, eds., 269-285. Bern: Peter Lang.

Bartelt-Krantz, Michaela. 2011. “Game Localization Management: Balancing

linguistic quality and financial efficiency”. TRANS. Revista de Traductología 15. Special issue on games localization, 83-88.

http://www.trans.uma.es/pdf/Trans_15/83-88.pdf

Bernal-Merino, Miguel Ángel. 2006. “On the Translation of Video Games.” Jostrans: The Journal of Specialised Translation 6: 22–36.

http://www.jostrans.org/ issue06/art_bernal.php.

Bernal-Merino, Miguel Ángel. 2007. “Challenges in the Translation of Video Games.” Tradumàtica. 5: Localització de videojocs [Game Localisation]: 1–7. www.fti.uab.es/tradumatica/revista/num5/articles/02/02art.htm.

Bernal-Merino, Miguel Ángel. 2008a. “What’s in a Game?” Localization Focus: The International Journal of Localization 6 (1): 29–38. https://www.localisation.ie/oldwebsite/resources/lfresearch/Vol6_1Bernal.pdf

Bernal-Merino, Miguel Ángel. 2008b. “Training Translators for the Video Game Industry.” In The Didactics of Audiovisual Translation, Jorge Díaz-Cintas (ed.), 141–155. Amsterdam: John Benjamins.

Bernal-Merino, Miguel Ángel. 2008c. “Creativity in the Translation of Video Games.” Quaderns de Filologia. Estudis literaris XIII: 71–84.

http://roderic.uv.es/bitstream/handle/10550/31595/57.pdf?sequence=1

Bernal-Merino, Miguel. 2009. “Video Games and Children’s Books in Translation.” Jostrans: Journal of Specialised Translation 11: 234–247.

http://www. jostrans.org/issue11/art_bernal.pdf.

Bernal-Merino, Miguel Ángel. (ed.). 2011. TRANS. Revista de Traductología 15. Special issue on games localization. http://www.trans.uma.es/trans_15.html.

Bernal-Merino, Miguel Ángel. 2011. “A Brief History of Game Localisation”. TRANS. Revista de Traductología 15. Special issue on games localization, 11-17. http://www.trans.uma.es/pdf/Trans_15/11-17.pdf

Bernal-Merino, Miguel Ángel. 2012b. “Working with Translators”. In The Game Localization Handbook (2nd ed.) by Heather M. Chandler and Stephanie O’Malley Deming, 107-118.  Sudbury, MA: Jones & Bartlett Learning.

Bernal-Merino, Miguel Ángel. 2015. Translation and localisation in video games: Making entertainment software global. New York: Routledge.

Bernal-Merino, Miguel Ángel. 2016a. “Glocalization and Co-Creation: Trends in International Game Production”. In Media Across Borders: Localizing TV, Film, and Video Games, by Iain Robert Smith, Andrea Esser and Miguel Ángel Bernal-Merino (eds.), 202-220. New York: Routledge.

Bernal-Merino, Miguel Ángel. 2016b. “Creating felicitous gaming experiences: Semiotics and Pragmatics as tools for video game localisation”. Signata, Annales de Sémiotiques 7, 231-253. Université de Liège.

Carlson, Rebecca and Jonathan Corliss. 2011. “Imagined Commodities: Video Game Localization and Mythologies of Cultural Difference”. Games and Culture 6 (1): 61–82.

Carreira, Oliver and Eugenia Arrés. 2014. “Video Game Localisation Training on Offer in Spanish Universities at Undergraduate Level”. In Fun for All: Translation and Accessibility Practices in Video Games, by Carme Mangiron, Pilar Orero and Minako O’Hagan, eds., 243- 268. Bern: Peter Lang.

Chandler, Heather M. 2005. The Game Localization Handbook. Hingham, Massachusetts: Charles River Media.

Chandler, Heather M. and Stephanie O’Malley Deming. 2012. The Game Localization Handbook (2nd ed.). Sudbury, MA: Jones & Bartlett Learning.

Consalvo, Mia. 2006. “Console Video Games and Global Corporations: Creating a Hybrid Culture.” New Media & Society 8 (1): 117–137.

Christou, Chris, Jenny McKearney and Ryan Warden. 2011. “Enabling the Localization of Large Role-Playing Games”. TRANS. Revista de Traductología 15. Special issue on games localization, 39-51.

http://www.trans.uma.es/pdf/Trans_15/39-51.pdf

Crosignani, Simone and Fabio Ravetto. 2011. “Localizing the Buzz! Game Series

(Or how to successfully implement transcreation in a multi-million seller video game)”. TRANS. Revista de Traductología 15. Special issue on games localization, 29-38.

http://www.trans.uma.es/pdf/Trans_15/29-38.pdf

Czech, Dawid. 2013. “Challenges in video game localization: An integrated perspective”. Explorations: A Journal of Language and Literature. Vol. 1, 3- 25. https://www.academia.edu/6639017/Challenges_in_video_game_localization_ An_integrated_perspective

Darolle, Katrine. (September, 2004). “Challenges in Videogames Localization”. LISA Newsletter Global Insider, XIII, 3.3

Díaz Montón, Diana. 2007. “It’s a Funny Game.” The Linguist 46 (3).

http://www.wordlabtranslations.com/download/its_a_funny_game_EN.pdf.

Dietz, Frank. 1999. “Beyond PacMan: Translating for the Computer Game Industry.” ATA Chronicle 28 (9): 57.

Dietz, Frank. 2006. “Issues in Localizing Computer Games.” In Perspectives in Localization, Keiran J. Dunne (ed.), 121–134. Amsterdam and Philadelphia: John Benjamins.

Dietz, Frank. 2007. “How Difficult Can That Be? The Work of Computer and Video Game Localization.” Tradumàtica 5: Localització de videojocs [Game Localisation], 1-6. http://www.fti.uab.es/tradumatica/revista/num5/articles/04/04art.htm.

Dietz, Frank. 2008. “More than Beeps and Blasts: Computer Game Localization and Literary Translation.” ATA Source – ATA Newsletter of the Literary Division 43: 7–10.

Di Marco, Francesca. 2007 . “Cultural Localization: Orientation and Disorientation in Japanese Video Games.” Tradumàtica 5: Localització videojocs [Game Localisation], 1-8.

http://www.fti.uab.es/tradumatica/revista/num5/articles/06/06.pdf

Dong, Luo and Carme Mangiron. 2018. “Journey to the East: Cultural adaptation of video games for the Chinese market”. JoSTRANS, 29, 149-168. http://www.jostrans.org/issue29/art_dong.pdf

Edwards, Kate. 2011. “Culturalization: The Geopolitical and Cultural Dimension

of Game Content”. TRANS. Revista de Traductología 15. Special issue on games localization, 19-28.

http://www.trans.uma.es/pdf/Trans_15/19-28.pdf

Edwards, Kate. 2012. “Culturalization of Game Content”. In The Game Localization Handbook (2nd ed.) by Heather M. Chandler and Stephanie O’Malley Deming,   

         19-33. Sudbury, MA: Jones & Bartlett Learning.

Edwards, Kate. 2012. “Beyond Localization: An Overview of Game Culturalization”. In Fun for All: Translation and Accessibility Practices in Video Games, by Carme Mangiron, Pilar Orero and Minako O’Hagan, eds., 287-303. Bern: Peter Lang.

Fernández-Costales, Alberto. 2012. “Exploring Translation Strategies in Video Game Localization.” Monographs in Translation and Interpreting (MONTI) 4: 385– 408. https://rua.ua.es/dspace/bitstream/10045/26956/1/MonTI_04_17.pdf

Fernández Costales, Alberto. 2014a. “Translating Fun for All: Promoting Accessibility in Video Games”. In Fun for All: Translation and Accessibility Practices in Video Games, by Carme Mangiron, Pilar Orero and Minako O’Hagan, eds., 45-66. Bern: Peter Lang.

Fernández Costales, Alberto. 2014b. “Video game localisation: adapting superheroes to different cultures.” Quaderns: revista de traducció 21: 225-239. http://ddd.uab.cat/pub/quaderns/quaderns_a2014n21/quaderns_a2014n21p225. pdf

Fernández Costales, Alberto. 2016. “Analyzing Player’s Perception on the Translation of Video Games”. In Media Across Borders: Localizing TV, Film, and Video Games, by Iain Robert Smith, Andrea Esser and Miguel Ángel Bernal-Merino (eds.), 183-201. New York: Routledge.

Fernández Costales, Alberto. 2017. “On the Sociolinguistics of Video Game Locasilation: Localising Games into Minority Languages in Spain”. JIAL 4: 2, 120-140.

Grammenos, Dimitris. 2014. “From Game Accessibility to Universally Accessible Games”. In Fun for All: Translation and Accessibility Practices in Video Games, by Carme Mangiron, Pilar Orero and Minako O’Hagan, eds., 21-43. Bern: Peter Lang.

Granell, Ximo. 2011. “Teaching Video Game Localization in Audiovisual Translation Courses at University.” Jostrans: The Journal of Specialised Translation 16: 185–202. http://www.jostrans.org/issue16/art_granell.pdf.

Heimburg, Eric. 2006. “Localizing MMORPGs.” In Perspectives in Localization, Keiran Dunne (ed.), 135–154. Amsterdam: John Benjamins.

Honeywood, Richard, and Jon Fung. 2012. Best Practices for Game Localization.

http://www.igda.org/members/group_content_view.asp?group=121045&id=5 26230

Jayemanne, Darshana. 2009. “Generations and Game Localization. An Interview with Alexander O. Smith, Steven Anderson and Matthew Alt”. The Journal for Computer Game Culture 3 (2): 135–147.

http://www.eludamos.org/index.php/eludamos/article/viewArticle/64/123

Kehoe, Barry and David Hickey. 2006. “Games Localization.” Localization Focus 5: 27–29. https://www.localisation.ie/oldwebsite/resources/locfocus/issues/Mar2 006.pdf

Lepre, Ornella. 2014. “Divided by Language, United by Gameplay: An Example of Ludological Game Localization”. In Fun for All: Translation and Accessibility Practices in Video Games, by Carme Mangiron, Pilar Orero and Minako O’Hagan, eds., 111-128. Bern: Peter Lang.

Liubinienė, Vilmantė, and Vaida Šiaučiūnė. 2011. “Video Game Localization: the Analysis of In-Game Texts.” Kalbų Studijos 19: 46-55. https://www.ceeol.com/search/article-detail?id=259158

Mandiberg, Stephen. 2012. “Translation and/as Interface.” Loading… 6.10: 53-70.

http://journals.sfu.ca/loading/index.php/loading/article/view/114/128

Mandiberg, Stephen. 2014. “Games, Localization and Diaspora”. In Fun for All: Translation and Accessibility Practices in Video Games, by Carme Mangiron, Pilar Orero and Minako O’Hagan (eds).,  217-242. Bern: Peter Lang.

Mandiberg, Stephen. 2017. Fallacies of game localization: Censorship and #TorrentialDownpour. JIAL 4:2, 141 – 161.

Mangiron, Carme. 2004. “Localizing Final Fantasy: Bringing Fantasy to Reality.” LISA Newsletter 13, 1.3. http://www.lisa.org/globalizationinsider/2004/03/ bringing_fantas.html.

Mangiron, Carme. 2006. “Video Game Localization: Posing New Challenges to the Translator.” Perspectives 14 (4): 306–317.

Mangiron, Carme. 2012b. “The Localisation of Japanese Video Games: Striking the Right Balance”. JIAL: The Journal of Internationalisation and Localisation, II, 1-21. https://benjamins.com/#catalog/journals/jial.2.01man/fulltext

Mangiron, Carmen. 2012c. “Subtitling in Game Localization: A Descriptive Study”. Perspectives: Studies in Translatology 21 (1): 42–56.

Mangiron, Carme. 2016a. “Reception of game subtitles: an empirical study”. The Translator 22 (1): 72-93.

Mangiron, Carme. 2016b.  “L’ús del català en l’ambit dels videojocs. [The use of Catalan language in the video game industry]”. Treballs de sociolingüistica catalana, 26, 13-26.

http://revistes.iec.cat/index.php/TSC/article/view/136594

Mangiron, Carme. 2016c.  “Games Without Borders: The Cultural Dimension of Game Localization”. Hermeneus, 18, 187-208

http://www5.uva.es/hermeneus/wp-content/uploads/arti06_18.pdf

Mangiron, Carme. 2017. “Research in game localisation: An overview”. JIAL 4: 2, 74-99.

Mangiron, Carme and Minako O’Hagan. 2006. “Game Localization: Unleashing Imagination with ‘Restricted’ Translation.” Jostrans: The Journal of Specialised Translation 6: 10–21. http://www.jostrans.org/issue06/art_ohagan.php.

Mangiron, Carme, Pilar Orero and Minako O’Hagan (ed.) (2014). Fun for All: Translation and Accessibility Practices in Video Games and Virtual Worlds. Bern: Peter Lang.

Müller Galhardi, Rafael. 2012. “Video Game and Fan Translation: A Case Study of Chrono Trigger”. In Fun for All: Translation and Accessibility Practices in Video Games, by Carme Mangiron, Pilar Orero and Minako O’Hagan, eds., 175-195. Bern: Peter Lang.

Muñoz-Sánchez, Pablo. 2009. “Video Game Localization for Fans by Fans: The Case of Rom Hacking.” The Journal of Internationalization and Localization 1 (1): 168–185. http://www.lessius.eu/jial.

Muñoz-Sánchez, Pablo, and Rafael López Sánchez. (2016). “The ins and outs of the video game localization process for mobile devices”, Tradumàtica, 14, 16-35.

http://revistes.uab.cat/tradumatica/article/view/n14-munoz-lopez

Ng, Benjamin Wai-ming. 2006. “Street Fighter and The King of Fighters in Hong Kong: A Study of Cultural Consumption and Localization of Japanese Games in an Asian Context.” Game Studies 6 (1). http://gamestudies.org/0601/articles/ng.

O’Hagan, Minako. 2007. “Video Games as a New Domain for Translation Research:

From Translating Text to Translating Experience”. Tradumàtica 5: Localització de videojocs [Game localisation], 1-7.

http://www.fti.uab.es/tradumatica/revista/num5/articles/09/09art.htm

O’Hagan, Minako. 2008. “Fan Translation Networks: An Accidental Translator Training Environment?” In Translator and Interpreter Training: Issues, Methods and Debates, John Kearns (ed.), 158–183. London: Continuum.

O’Hagan, Minako. 2009a. “Towards a Cross-cultural Game Design: An Explorative Study in Understanding the Player Experience of a Localized Japanese Video Game.” Jostrans: The Journal of Specialised Translation 11: 211–233.

O’Hagan, Minako. 2009b. “Evolution of User-generated Translation: Fansubs, Translation Hacking and Crowdsourcing”. The Journal of Internationalization and Localization 1 (1): 94–121.

http://www.lessius.eu/jial.

O’Hagan, Minako. 2009c. “Putting Pleasure First: Localizing Japanese Video Games”. TTR – Traduction, Terminologie, Rédaction: Special issue: La Traduction au Japon / Translation in Japan 22 (1): 147–165.

O’Hagan, Minako. 2012a. “Transcreating Japanese Video Games: Exploring a Future Direction for Translation Studies in Japan.” In Translation Studies in Japanese Contexts, by Nana Sato- Rossberg and Judy Wakabayashi, eds., 183–201. London: Continuum.

O’Hagan, Minako. 2012b. “Translation as the new game in the digital era”. Translation Spaces 1: 123–141.

O’Hagan, Minako. 2015. “Game localisation as software-mediated cultural experience: Shedding light on the changing role of translation in intercultural communication in the digital age.” Multilingua 34(6), 747-771.

O’Hagan, Minako. 2016. “Game Localisation as Emotion Engineering: Methodological Exploration”. In Conflict and Communication: A Changing Asia in a Globalising World, by Minako O’Hagan and Qi Zhang, eds., 81-102.   New York: Nova.

O’Hagan, Minako. 2017. “Seeking delocalization: Fan community and game localization in the age of user empowerment”. JIAL 4:2, 183-202.

O’Hagan, Minako, and Heather Chandler. 2016. “Game localization research and translation studies: Loss and gain under an interdisciplinary lense.” In Border Crossings: Translation Studies and other disciplines, by Yves Gambier and Luc van Doorslaer, 309-330. Amsterdam: John Benjamins.

O’Hagan, Minako, and Carmen Mangiron. 2004. “Games Localization: When ‘Arigato Gets Lost in Translation.” In Proceedings of New Zealand Game Developers Conference Fuse 2004, 57–62. Dunedin: University of Otago.

O’Hagan, Minako, and Carmen Mangiron. 2013. Game Localization: Translating for the Global Digital Entertainment Industry. Amsterdam: John Benjamins.

http://riuma.uma.es/xmlui/handle/10630/4040

Pettini, Silvia. (2017). “Translating literature into playability: The case of Dante’s Inferno”. JIAL 4:2, 100-119.

Ranford, Aiden. (2017). “Targeted translation: How game translations are used to meet market expectations”. JIAL 4:2, 141-161.

Ranyard, Dave, and Vanessa Wood. 2009. “Interview with Miguel Bernal-Merino”. Jostrans: The Journal of Specialised Translation 11. http://www.jostrans.org/is- sue11/int_sony_ent.php

Sajna, Mateusz. 2013. “Translation of video games and films–a comparative analysis of selected technical problems.” Homo Ludens 1 (5): 219-232. http://ptbg.org.pl/dl/146/Mateusz%20SAJNA%20- %20Translation%20of%20video%20games%20and%20films%20- %20a%20comparative%20analysis%20of%20selected%20technical%20probl ems.pdf

Schules, Douglas. 2012. “When Language Goes Bad: Localization’s Effect on the Gameplay of Japanese RPGs.” In Dungeons, Dragons, and Digital Denizens: Digital Role-Playing game, by Gerald A. Voorhees, Joshua Call and Katie Whitlock, eds., 88–112. New York and London: Continuum.

Tarquini, Gianna. 2014a. “Translating the Onscreen Text Blindfolded: Possibilities and Impossibilities”. In Fun for All: Translation and Accessibility Practices in Video Games, by Carme Mangiron, Pilar Orero and Minako O’Hagan, eds., 149-173. Bern: Peter Lang.

Tarquini, Gianna. 2014b. “Playing Cinematics: Traditional AVT Modes in a New Audiovisual Landscape”. inTRAlinea Special Issue: Across Screens Across Boundaries, 1-9.

http://www.intralinea.org/specials/article/2068

Thayer, Aexander, and Beth E. Kolko. 2004. “Localization of Digital Games: The Process of Blending for the Global Games Market.” Technical Communication 51 (4): 477–488.

Trainor, Helen. 2003. “Games Localization: production and testing”. Multilingual Computing and Technology, 14 (5), 17-20.

Timiani Grant, Flavia. 2001. “A Leisure Industry but a Serious Business”. Language International 13 (5): 16–19.

Van Oers, Annelies. 2014. “Translation Strategies and Video Game Translation: A Case Study of Beyond Good and Evil“. In Fun for All: Translation and Accessibility Practices in Video Games, by Carme Mangiron, Pilar Orero and Minako O’Hagan, eds., 129-148. Bern: Peter Lang.

Zhang, Xiaochun. 2012. “Censorship and Digital Games Localization in China”. Meta: Journal des traducteurs / Translators’ Journal, vol 57, 338-350. https://www.erudit.org/revue/meta/2012/v57/n2/1013949ar.pdf

Zhang, Xiaochun. 2014. “Terminology Management in Video Game Localisation”.

In Fun for All: Translation and Accessibility Practices in Video Games, by Carme Mangiron, Pilar Orero and Minako O’Hagan, eds., 197-215. Bern: Peter Lang.

Zhou, Ping. 2011. “Managing the Challenges of Game Localization”. In Translation and Localization Project Management: The Art of the Possible, Keiran Dunne and Elina Dunne, eds., 349–378. Amsterdam: John Benjamins.

 

With Many Thanks to Carme Mangiron

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