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The Game Localization Handbook
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The Game Localization Handbook (2004)The Game Localization HandbookFound in Translation: Evolving Approaches for the Localization of Japanese Video Games (2021)Found in Translation: Evolvin…Current trends in localizing video games into Arabic: localization levels and gamers’ preferences (2021)Current trends in localizing …Game on! Burning issues in game localisation (2018)Game on! Burning issues in ga…Research in game localisation (2017)Research in game localisationNegotiating Constraints on Legal Translation Performance in an Outsourced Environment (2017)Negotiating Constraints on Le…When Japanese elderly people play a Finnish physical exercise game: a usability study (2016)When Japanese elderly people …Game localization research and translation studies (2016)Game localization research an…The Translation of Video Games (2014)The Translation of Video GamesAccessible filmmaking: Joining the dots between audiovisual translation, accessibility and filmmaking (2013)Accessible filmmaking: Joinin…Testing and assessment in Translation and Interpreting Studies (2012)Testing and assessment in Tra…Imagined Commodities: Video Game Localization and Mythologies of Cultural Difference (2010)Imagined Commodities: Video G…VIDEO GAMES LOCALISATION: POSING NEW CHALLENGES TO THE TRANSLATOR (2007)VIDEO GAMES LOCALISATION: POS…The American Heritage Dictionary of the English Language (1970)Desire in Language: A Semiotic Approach to Literature and Art (1981)Understanding Comics: The Invisible Art (1998)Video Game Localisation for Fans by Fans (2015)Imagined Communities: Reflections on the Origin and Spread of Nationalism (1984)Imagined Communities. Reflections on the Origin and Spread of Nationalism (1985)Modernity at Large: Cultural Dimensions of Globalization. (1998)Polylingualism as Reality and Translation as Mimesis (1981)For an Abusive Subtitling (1999)Cine y traducción (2004)An overview of audiovisual translation: Four methodological turns in a mature discipline (2018)In support of a wide notion of media accessibility: Access to content and access to creation (2018)Quality is in the eye of the stakeholders: what do professional subtitlers and viewers think about subtitling? (2020)Introduction to functional grammar . By M. A. K. Halliday London & Baltimore: Edward Arnold, 1985. Pp. xxxv, 387. (1989)Cultures and Organizations: Software of the Mind. (1993)Cohesion in English (2014)Studies on translator and interpreter training: a data-driven review of journal articles 2000–12 (2015)Investigating Score Dependability in English/Chinese Interpreter Certification Performance Testing: A Generalizability Theory Approach (2016)Digital game design for elderly users (2007)Predicting technology acceptance and adoption by the elderly (2008)Full-body motion-based game interaction for older adults (2012)Helping Elderly Users Report Pain Levels: A Study of User Experience with Mobile and Wearable Interfaces (2017)Lessons Learned from Two Usability Studies of Digital Skiing Game with Elderly People in Finland and Japan (2017)How a company’s gamification strategy influences corporate learning: A study based on gamified MSLP (Mobile social learning platform) (2020)Computer Game Studies, Year One. (2001)The Map: A Beginner's Guide to Doing Research in Translation Studies (2002)Research Methodologies in Translation Studies (2014)Video game localisation in Iran: a survey of users’ profile, gaming habits and preferences (2020)Gender bias in video game dialogue (2023)Introducing Translation Studies: Theories and Applications (2003)Introducing Translation Studies: Theories and Applications (2022)Incorporating Collaborative and Active Learning Strategies in the Design and Deployment of a Master Course on Computer-Assisted Scientific Translation (2023)A Practical Guide to Localization (2000)First person: new media as story, performance, and game (2004)Translation: An Advanced Resource Book (2005)Exploring translation strategies in video game localization (2012)Subtitling in game localisation: a descriptive study (2012)Game Localization (2013)Translation and Localisation in Video Games: Making Entertainment Software Global (2014)Agreeing to Disagree (1976)Translation as a Profession (2007)Translation Quality Assessment: Past and Present (2014)
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  • 2013Accessible filmmaking: Joining the dots between audiovisual translation, accessibility and filmmaking95 cited
  • 2014The Translation of Video Games75 cited
  • 2010Imagined Commodities: Video Game Localization and Mythologies of Cultural Difference63 cited
  • 2007VIDEO GAMES LOCALISATION: POSING NEW CHALLENGES TO THE TRANSLATOR53 cited
  • 2018Game on! Burning issues in game localisation48 cited
  • 2017Research in game localisation44 cited
  • 2012Testing and assessment in Translation and Interpreting Studies35 cited
  • 2016When Japanese elderly people play a Finnish physical exercise game: a usability study32 cited
  • 2017Negotiating Constraints on Legal Translation Performance in an Outsourced Environment31 cited
  • 2021Current trends in localizing video games into Arabic: localization levels and gamers’ preferences30 cited
  • 2016Game localization research and translation studies29 cited
  • 2021Found in Translation: Evolving Approaches for the Localization of Japanese Video Games25 cited

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