Łódź, Polonia
This chapter highlights the need for research in audiovisual translation and media accessibility into video game use, especially empirical reception studies, as well as on the role that translation, glocalisation, and other types of access play in experiencing games. The success of the global gaming industry, firmly established as an essential part of the post-COVID19-pandemic international entertainment industry, and an oft-championed avant-garde of both technological and multimedia endeavours, is in no small part thanks to practices that allow it to be appreciated by fans across the globe – regardless of language barriers, national borders, and accessibility needs. Nevertheless, research engaging game translation users has remained in an ever-emerging state for several decades – regardless of its immense potential, e.g. to shape localisation and quality-assurance processes. This chapter offers some necessary contextualisation by surveying the relevant constructs, including some of the key terminological-conceptual demarcations that resonate throughout the edited volume, such as “user-centric” vs. “player-centric”, “players” vs. “gamers”, “video games” vs. “computer games” vs. other similar labels, “translation” vs. “accessibility” vs. “localisation”. Then, it overviews the chapters that make up the volume and traces avenues for further research in the emerging area.
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