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The Translation And Localisation In Video Games

RRP $370.99

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This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry - understood as a global phenomenon in entertainment - and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game's virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merinoincorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework,Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.


Computer Games And New Media Cultures

RRP $23.10

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Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications.

As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as 'modding', and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content.


Games User Research

RRP $337.99

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"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." -Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human-computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human-computer interaction between the player and the game.


The Computerization Of Work

RRP $247.99

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The computerization of the workplace confronts us with a paradox. While almost everyone agrees that the fusion of new information and communication technologies (I/CT) is radically transforming the way society works, some individuals argue that the implementation of any single I/CT is disappointing. Studies report that these individual experiences in computerization often fail to measure up to the expectation. The Computerization of Work offers an explanation for the gap between the expectations and often less-than-satisfactory results. Written by renowned professionals in the field, this volume explores the subject matter through the discussion of theory and field studies as well as insights from other research.

Students and researchers alike will appreciate this rare look into the world of technology and society.


A Brief Guide To The Hunger Games

RRP $26.99

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A comprehensive and compelling guide to Suzanne Collins's bestselling young-adult, dystopian trilogy The Hunger Games, Catching Fire and Mockingjay. Already a publishing phenomenon to rival Harry Potter (over 50 million copies sold), there are three sequels to the 2012 blockbuster movie of The Hunger Games scheduled for release between 2013 and 2015; Mockingjay Part 1 is due to be released in November 2014. Robb explores the inspiration behind the books, the author, the themes and influences of the three books, the movie adaptations and their cultural impact, the books' legacy and spin-offs.

Suzanne Collins has created a series of characters and situations that have struck a chord not only with the target audience of teenagers, but which have also drawn in adult readers, making the series second only to Harry Potter in National Public Radio's popular poll of the Top 100 Teen Novels. Inspired when flicking TV channels between a reality television entertainment show and news footage of the war in Iraq, author Suzanne Collins conceived The Hunger Games as a parable for teen life and a warning of a dystopian future. Her parable incorporates Greek myth, Roman history and American entertainment. As the daughter of a US Air Force Officer who served in the Vietnam War, Collins had a unique insight into military life. Starting in children's television on such shows as Clarissa Explains It All, Collins went on to write children's fiction in The Underland Chronicles (drawing inspiration from Alice in Wonderland) and the Charlie McButton illustrated books.

However, it was The Hunger Games series that has changed her life, giving the author a series of New York Times bestsellers and seeing her listed as one of Time magazine's most influential people of 2010. Robb explores themes in The Hunger Games, and the influences and inspirations that lie behind the books, highlighting where Suzanne Collins has drawn on mythology and history, reshaping them to fit her universe. He also examines the characters and situations created in the book and how these have impacted on the books' largely teen readership. He also looks at reactions to the books from fans and critics, both acclaim and criticisms faced by the author. He takes a look at the creativity of the fans who have drawn on Collins' work for their own takes on the world of The Hunger Games.

Robb chronicles the adaptation of The Hunger Games from acclaimed, best-selling novel to blockbusting film. With a script by Suzanne Collins herself, the film has made stars of Jennifer Lawrence as Collins' heroine Katniss Everdeen, Josh Hutcherson as Peeta Mellark and Liam Hemsworth as Gale Hawthorne. Following the making of the film, including quotes from the writer, director and stars, this chapter will examine the efforts taken to make a success of The Hunger Games on screen.

It will also look at the cultural impact of the film and consider the critical reception it met upon release in March 2012. With three more movies scheduled and Mockingjay will be made into two films to be released in 2014 and 2015), Robb looks at the future of The Hunger Games series on screen, with an emphasis on the second film, Catching Fire. As with the Harry Potter series, The Hunger Games novels and films have inspired a host of spin-offs and extensions, from games and comic books to merchandise and new tales within the same universe. This chapter looks at these extensions of The Hunger Games franchise and analyses the effect Suzanne Collins work has had on the wider field of teen fiction and blockbuster movie-making.

About the Author

Brian J. Robb is the New York Times and Sunday Times best-selling biographer of Leonardo DiCaprio, Johnny Depp and Brad Pitt. He's also written acclaimed pop culture books on silent cinema, the films of Philip K. Dick, Wes Craven and Laurel and Hardy, and TV series Doctor Who and Star Trek. He is co-editor of the popular web site Sci-Fi Bulletin and lives in Edinburgh.



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