1887
Volume 36, Issue 2
  • ISSN 0924-1884
  • E-ISSN: 1569-9986
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Abstract

This article reviews The Translation of Realia and Irrealia in Game Localization: Culture-Specificity between Realism and Fictionality

 

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/content/journals/10.1075/target.23169.son
2024-02-23
2024-12-12
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References

  1. Bernal-Merino, Miguel Á.
    2015Translation and Localization in Video Games: Making Entertainment Software Global. Abingdon: Routledge.
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  2. Dietz, Frank
    2006 “Issues in Localizing Computer Games.” InPerspectives on Localization, edited byKeiran J. Dunne, 121–134. Amsterdam: John Benjamins. 10.1075/ata.xiii.10die
    https://doi.org/10.1075/ata.xiii.10die [Google Scholar]
  3. Loponen, Mika
    2009 “Translating Irrealia – Creating a Semiotic Framework for the Translation of Fictional Cultures.” Chinese Semiotic Studies2 (1): 165–175. 10.1515/css‑2009‑0117
    https://doi.org/10.1515/css-2009-0117 [Google Scholar]
  4. Mejías-Climent, Laura
    2021Enhancing Video Game Localization Through Dubbing. London: Palgrave Macmillan. 10.1007/978‑3‑030‑88292‑1
    https://doi.org/10.1007/978-3-030-88292-1 [Google Scholar]
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  • Article Type: Book Review
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