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.
Videogames are the pre-eminent commercial entertainment product of the 21st century, with sales eclipsing film and music revenue. With cross-over into artistic, educational and political spheres assured with their move from desktops and consoles to mobile devices and social media, research into videogames has never been greater, but exploration of their historic drivers is as elided as the technology is influential, giving rise to a range of questions including: What were the social and economic conditions that gave rise to a billion dollar industry? What were the motivations of the early 'bedroom coders'? How important were the 'format wars' of the 80s to the internationally pitched console wars of the 90s, 2000s and beyond? What are the legacies of the seminal videogames of the 1980s and how do they inform the current social, political and cultural landscape?. .With a focus on the characteristics of the UK videogame industry in the 1980s, Wade explores these questions from perspectives of consumption, production and leisure, outlining the construction of a habitus unique to this time. He also uses the US and European markets as a continuing point of comparison. Through interviews with developers, gamers and journalists examining the phenomena of bedroom coding, arcade gaming and format wars, mapped onto enquiry into the seminal genres of the time including driving, shooting and maze chase, Playback: A Genealogy of 1980s British Videogames examines how 1980s Britain has become the culture of work in the 21st century and considers its meaning to contemporary society. This crucial and timely work fills a lacuna for students and researchers of sociology, media/games studies and will be of interest to employees of the videogames and media industries.
Game design requires many skills including imagination, problem solving, communication, and teamwork. These characteristics make it a natural fit for the Maker movement. From board games to video games, this exciting title introduces readers to the essential basics of game design including game components and systems, prototype design, play testing, and the steps in the iterative design process. Makers and Shakers sidebars introduce readers to some of the worlds greatest game designers and innovators. The title also includes engaging, step-by-step Maker projects to put their game design skills to work.
Startup Guide to Church Sound & Video is a comprehensive how to on setting up both your church sound and video departments. Learn how to run the sound and video equipment and what equipment needed to develop those departments. Startup Guide to Church Sound & Video will help you if you are interested in becoming a professional sound or video tech.
Are you looking to add a little spice to your next adult Halloween party? Or are you already swinging but you want fun games for your next Halloween event? This book has exactly what you're looking for. The games are broken into three sections for all comfort zones from curious beginners who just want to play, to soft swap swingers who love foreplay to full blown swingers who go all the way. The Naughty Icebreakers section is full of sexy games which can break the ice, bare some skin and get players in a mood for more. These games are designed for newbie swingers and those who are just curious. For those willing to get playfully naughty but not sure if they really want to delve into swinging. The Tantalizing Teasers section is full of games for those willing to explore soft swap activities. Full of foreplay style fun these games include oral sex activities and sex toys that will have guests getting down and dirty without hardcore penetration. The We're Swinging Now section contains erotic games that get explicitly hardcore. These games are for seasoned swingers and those who are honestly ready to play dirty.
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