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Titlebook: Enhancing Video Game Localization Through Dubbing; Laura Mejías-Climent Book 2021 The Editor(s) (if applicable) and The Author(s), under e

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樓主: Gullet
11#
發(fā)表于 2025-3-23 11:25:29 | 只看該作者
12#
發(fā)表于 2025-3-23 14:56:38 | 只看該作者
https://doi.org/10.1007/978-3-030-27364-4me classification based on the single criterion of the interactive genre, that is, the type of activities and skills that the user encounters and puts into practice, making this taxonomy unique to video games compared to other media classifications.
13#
發(fā)表于 2025-3-23 18:46:38 | 只看該作者
https://doi.org/10.1057/978-1-137-40883-9they receive are also discussed based on the insights shared by current and anonymous localization professionals who illustrate how localization takes place nowadays. Special attention is drawn to the dubbing practices included in the localization process.
14#
發(fā)表于 2025-3-24 00:01:04 | 只看該作者
https://doi.org/10.1057/9781137321404nomy for interactive products. While film dubbing synchronies can be divided into three types, the multimodal configuration of video games expands the taxonomy to five synchronies related to the restrictions applied to the translatable assets.
15#
發(fā)表于 2025-3-24 04:59:33 | 只看該作者
The Psychology of War and Peaceinematics. The use of dubbing synchronies suggests a relationship between the level of restriction in each game situation and the type of synchrony: the more restrictive the game situation is, the more complex the type of synchrony applied.
16#
發(fā)表于 2025-3-24 07:38:25 | 只看該作者
https://doi.org/10.1007/978-1-349-12028-4de whose translation practices are already standardized and it represents a basic model for video game dubbing. This chapter concludes with some possible future lines of research on video game dubbing, which remains an underexplored AVT mode within the interactive media.
17#
發(fā)表于 2025-3-24 11:02:39 | 只看該作者
Video Games as Modern Multimodal Products,me classification based on the single criterion of the interactive genre, that is, the type of activities and skills that the user encounters and puts into practice, making this taxonomy unique to video games compared to other media classifications.
18#
發(fā)表于 2025-3-24 16:44:09 | 只看該作者
Game Localization: Stages and Particularities,they receive are also discussed based on the insights shared by current and anonymous localization professionals who illustrate how localization takes place nowadays. Special attention is drawn to the dubbing practices included in the localization process.
19#
發(fā)表于 2025-3-24 22:15:45 | 只看該作者
20#
發(fā)表于 2025-3-25 01:05:24 | 只看該作者
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