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Game Localization: Translating for the global digital entertainment industry (Benjamins Translation Library)

Minako O'Hagan, Carmen Mangiron




[PDF.fe89] Game Localization: Translating for the global digital entertainment industry (Benjamins Translation Library)

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 | #2063892 in Books |  John Benjamins Publishing Company |  2013-08-29 | Original language:English |  9.25 x6.25 x1.00l,1.55 | File type: PDF | 386 pages

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||0 of 0 people found the following review helpful.| I learned a lot! But make the investment and buy physical for this one.|By Joshua Wolfe|Very informative read, but skip the e-book if you're considering this. Most of the images used as examples by the book's narrative are stripped out. If you don't mind missing out on visual context whenever the book uses it, and just want the raw text, it's probably okay. The huge reduction i

Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive intro...

You can specify the type of files you want, for your device.Game Localization: Translating for the global digital entertainment industry (Benjamins Translation Library)   |  Minako O'Hagan, Carmen Mangiron. I was recommended this book by a dear friend of mine.

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