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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
21#
發(fā)表于 2025-3-25 04:08:40 | 只看該作者
22#
發(fā)表于 2025-3-25 09:08:27 | 只看該作者
Book 2021 English-Spanish dubbing, and emphasizes the implications for research and localization as a professional practice. The book will appeal to translation studies scholars and students, as well as AVT professionals looking to understand localization processes from a systematized approach..
23#
發(fā)表于 2025-3-25 12:35:46 | 只看該作者
24#
發(fā)表于 2025-3-25 16:57:15 | 只看該作者
2947-5740 aracterization of video games.Places special emphasis on a d.This book addresses the hot topic in audiovisual translation (AVT) of video game localization through the unique perspective of dubbing, an area which has so far received relatively little scholarly focus. The author analyses the main char
25#
發(fā)表于 2025-3-25 22:42:31 | 只看該作者
The History of Localization and Dubbing in Video Games,s particular changes can be observed in each decade regarding sound technologies, which are key in the evolution of dubbing in video games. Some examples of popular games and consoles will be mentioned to illustrate the evolution of dubbing in this media since the early 60s up to the current decade.
26#
發(fā)表于 2025-3-26 00:13:03 | 只看該作者
27#
發(fā)表于 2025-3-26 07:42:12 | 只看該作者
28#
發(fā)表于 2025-3-26 11:31:23 | 只看該作者
Video Games as Modern Multimodal Products,onfiguration of interactive products according to the different codes transmitted through three different communication channels. As interaction comes into play, the four game situations into which video games can be divided are presented and defined together with the key concepts of gameplay and pl
29#
發(fā)表于 2025-3-26 12:36:56 | 只看該作者
30#
發(fā)表于 2025-3-26 17:24:27 | 只看該作者
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