Bibliografia Recomanada UJI

Bibliografia recomanada · VJ1237

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  • Bernal-Merino, Miguel Ángel. (2014). Translation and Localisation in Video Games: Making Entertainment Software Global. New York: Routledge.

  • Chandler, Heather Maxwell i Deming, Stephanie O’Malley (2012). The game localization handbook (2ª ed.). Jones & Bartlett Learning.

  • Granell, Ximo (2014). Multilingual Information Management: Information, technology, and translators. Oxford: Chandos Publishing.

  • Granell, Ximo, Mangiron, Carmen y Vidal, Núria (2015). La traducción de videojuegos. Sevilla: Bienza. http://hdl.handle.net/10234/202485

  • Mejías-Climent, Laura (2021). Enhancing video game localization through dubbing. Palgrave Macmillan.

  • O’Hagan, Minako i Mangiron, Carmen (2013). Game localization: translating for the global digital entertainment industry. Amsterdam: John Benjamins Pub.

  • AEVI y Fundación ONCE. (2023). Libro blanco de accesibilidad para desarrolladores. https://www.aevi.org.es/web/wp-content/uploads/2023/06/libro_blanco_de_accesibilidad_para_desarrolladores_digital2023_acf.pdf

  • Asociación Española de Empresas Productoras y Desarrolladoras de Videojuegos y Software de Entretenimiento (DEV). (2023). Libro Blanco del Desarrollo Español de Videojuegos 2022. https://dev.org.es/libroblancodev2022

  • Bernal-Merino, Miguel Ángel (2020). Key concepts in game localisation quality. En: Łukasz Bogucki, M.D. ed. The Palgrave handbook of audiovisual translation and media accessibility. London: Palgrave Macmillan, pp. 297-314.

  • Bernal-Merino, Miguel Ángel (2007). Challenges in the translation of video game. Tradumàtica: traducció i tecnologies de la informació i la comunicació, (5).

  • Brown, Mark & Anderson, Sky LaRell. (2021). Designing for Disability: Evaluating the State of Accessibility Design in Video Games. Games and Culture, 16(6), 702-718. https://doi.org/10.1177/1555412020971500

  • Chandler, Heather Maxwell (2014). The game production handbook (3ª ed.). Burlington: Jones & Barlett Learning.

  • Granell, Ximo (2011). Teaching Video Game Localisation in Audiovisual Translation Courses at University. JoSTrans, The Journal of Specialised Translation, (16), 185-202.

  • IGDA Game Accessibility SIG. (2004). Accessibility in Games: Motivations and Approaches. https://gasig.files.wordpress.com/2011/10/igda_accessibility_whitepaper.pdf

  • IGDA Game Localization Special Interest Group (SIG). (2012). Best Practices for Game Localization. https://igda.org/resources-archive/best-practices-for-game-localization/

  • Felini, Damiano. (2015). Beyond Today’s Video Game Rating Systems. Games and Culture, 10(1), 106–122. https://doi.org/10.1177/1555412014560192

  • Mangiron, Carmen (2007). Video games localisation: posing new challenges to the translator. Perspectives: Studies in Translatology, 14 (4), 306.

  • Mangiron, Carmen (2011). Accesibilidad a los videojuegos: estado actual y perspectivas futuras. Video Game Accessibility: Current Situation and Future Perspectives. Trans: Revista de Traductología, 15, 53–67. http://www.trans.uma.es/pdf/Trans_15/53-17.pdf

  • Mangiron, Carmen (2018). Game on! Burning issues in game localisation. Journal of Audiovisual Translation, 1(1), 122–138. http://jatjournal.org/index.php/jat/article/view/48

  • Mangiron, C. (2021). Game Accessibility: Taking Inclusion to the Next Level. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 12768 LNCS, 269–279. https://doi.org/10.1007/978-3-030-78092-0_17

  • Mangiron, Carmen, Orero, Pilar i O’Hagan, Minako (Eds.). (2014). Fun for all: translation and accessibility practices in video games. Bern: Peter Lang.

  • Mejías-Climent, Laura (2017). Multimodality and dubbing in video games: A research approach. Linguistica Antverpiensia, New Series–Themes in Translation Studies, (17), 99–113. https://lans-tts.ua.ac.be/index.php/LANS-TTS/article/view/463

  • O’Hagan, Minako (2009). Towards a cross-cultural game design: an explorative study in understanding the player experience of a localised Japanese video game. The Journal of Specialised Translation, 11, 211–233.