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ISBN 10: 1009509802 ISBN 13: 9781009509800
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Idioma: Inglés
Publicado por Cambridge University Press, 2024
ISBN 10: 1009509802 ISBN 13: 9781009509800
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Idioma: Inglés
Publicado por Cambridge University Press, 2024
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Idioma: Inglés
Publicado por Cambridge University Press, 2024
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Publicado por Cambridge University Press, 2024
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Añadir al carritoHardcover. Condición: Brand New. 96 pages. 6.00x0.25x9.00 inches. In Stock.
Idioma: Inglés
Publicado por Cambridge University Press, 2024
ISBN 10: 1009509802 ISBN 13: 9781009509800
Librería: AHA-BUCH GmbH, Einbeck, Alemania
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Añadir al carritoBuch. Condición: Neu. Druck auf Anfrage Neuware - Printed after ordering - This Element takes the initiative to highlight the nascent state of audiovisual translation research centring on users of video games. It proposes ways of advancing the research by integrating numerous related perspectives from relevant fields to guide studies in translated game reception into further fruition. The Element offers an accessible overview of possible relationships between translation and its experiencers, showcasing ways to design game reception studies. Examples, methods, tools, and practical concerns are discussed to ultimately develop a blueprint for game translation user research which aims to consolidate scientific user-centric inquiry into video game translation. To that end, the blueprint captures the three-pronged interplay between the parameters of localisation-reception research in facets of user experience, facets of translated games, and facets of game users.
Idioma: Inglés
Publicado por Cambridge University Press, 2024
ISBN 10: 1009509802 ISBN 13: 9781009509800
Librería: Revaluation Books, Exeter, Reino Unido
EUR 71,58
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Añadir al carritoHardcover. Condición: Brand New. 96 pages. 6.00x0.25x9.00 inches. In Stock. This item is printed on demand.
Idioma: Inglés
Publicado por Cambridge University Press, Cambridge, 2024
ISBN 10: 1009509802 ISBN 13: 9781009509800
Librería: Grand Eagle Retail, Bensenville, IL, Estados Unidos de America
EUR 89,14
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Añadir al carritoHardcover. Condición: new. Hardcover. This Element takes the initiative to highlight the nascent state of audiovisual translation research centring on users of video games. It proposes ways of advancing the research by integrating numerous related perspectives from relevant fields to guide studies in translated game reception into further fruition. The Element offers an accessible overview of possible relationships between translation and its experiencers, showcasing ways to design game reception studies. Examples, methods, tools, and practical concerns are discussed to ultimately develop a blueprint for game translation user research which aims to consolidate scientific user-centric inquiry into video game translation. To that end, the blueprint captures the three-pronged interplay between the parameters of localisation-reception research in facets of user experience, facets of translated games, and facets of game users. This Element takes the initiative to highlight the audiovisual translation research centring on users of video games. It offers an overview of possible relationships between translation and its experiencers. The interplay between the reception research in user experience, facets of translated games, and facets of game users is seen. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Idioma: Inglés
Publicado por Cambridge University Press, 2024
ISBN 10: 1009509802 ISBN 13: 9781009509800
Librería: THE SAINT BOOKSTORE, Southport, Reino Unido
EUR 84,53
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Idioma: Inglés
Publicado por Cambridge University Press, 2024
ISBN 10: 1009509802 ISBN 13: 9781009509800
Librería: Majestic Books, Hounslow, Reino Unido
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Idioma: Inglés
Publicado por Cambridge University Press, 2024
ISBN 10: 1009509802 ISBN 13: 9781009509800
Librería: Biblios, Frankfurt am main, HESSE, Alemania
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Idioma: Inglés
Publicado por Cambridge University Press, Cambridge, 2024
ISBN 10: 1009509802 ISBN 13: 9781009509800
Librería: CitiRetail, Stevenage, Reino Unido
EUR 79,18
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Añadir al carritoHardcover. Condición: new. Hardcover. This Element takes the initiative to highlight the nascent state of audiovisual translation research centring on users of video games. It proposes ways of advancing the research by integrating numerous related perspectives from relevant fields to guide studies in translated game reception into further fruition. The Element offers an accessible overview of possible relationships between translation and its experiencers, showcasing ways to design game reception studies. Examples, methods, tools, and practical concerns are discussed to ultimately develop a blueprint for game translation user research which aims to consolidate scientific user-centric inquiry into video game translation. To that end, the blueprint captures the three-pronged interplay between the parameters of localisation-reception research in facets of user experience, facets of translated games, and facets of game users. This Element takes the initiative to highlight the audiovisual translation research centring on users of video games. It offers an overview of possible relationships between translation and its experiencers. The interplay between the reception research in user experience, facets of translated games, and facets of game users is seen. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
Idioma: Inglés
Publicado por Cambridge University Press, Cambridge, 2024
ISBN 10: 1009509802 ISBN 13: 9781009509800
Librería: AussieBookSeller, Truganina, VIC, Australia
EUR 116,57
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Añadir al carritoHardcover. Condición: new. Hardcover. This Element takes the initiative to highlight the nascent state of audiovisual translation research centring on users of video games. It proposes ways of advancing the research by integrating numerous related perspectives from relevant fields to guide studies in translated game reception into further fruition. The Element offers an accessible overview of possible relationships between translation and its experiencers, showcasing ways to design game reception studies. Examples, methods, tools, and practical concerns are discussed to ultimately develop a blueprint for game translation user research which aims to consolidate scientific user-centric inquiry into video game translation. To that end, the blueprint captures the three-pronged interplay between the parameters of localisation-reception research in facets of user experience, facets of translated games, and facets of game users. This Element takes the initiative to highlight the audiovisual translation research centring on users of video games. It offers an overview of possible relationships between translation and its experiencers. The interplay between the reception research in user experience, facets of translated games, and facets of game users is seen. This item is printed on demand. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
Idioma: Inglés
Publicado por Cambridge University Press, 2024
ISBN 10: 1009509802 ISBN 13: 9781009509800
Librería: preigu, Osnabrück, Alemania
EUR 76,60
Cantidad disponible: 5 disponibles
Añadir al carritoBuch. Condición: Neu. Towards Game Translation User Research | Miko¿aj Deckert (u. a.) | Buch | Englisch | 2024 | Cambridge University Press | EAN 9781009509800 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Print on Demand.