Article published In:
Game Localisation
Edited by Xiaochun Zhang and Samuel Strong
[The Journal of Internationalization and Localization 4:2] 2017
► pp. 183202
References (34)
References
Altis, Nathan. 2015. I Am Error. Cambridge, Mass.: MIT Press. DOI logoGoogle Scholar
Ashcraft, Brian. 2015. Why Some People Are Calling Fire Emblem Fates ‘Homophobic’, Kotaku . Accessed December. [URL]
Baseel, Andrew. 2015. Police in Japan arrest five men connected with illegal upload of One Piece manga and translation, Rocket News 24. Accessed December. [URL]
Bonds, Curtis. 2016. “Fire Emblem: Fates Changes Controversial Support Conversation in Western Regions”, Nintendo World Report. Accessed January. [URL]
Burn, Andrew. 2006. Reworking the text: Online fandom. In Diane Carr, David Buckingham, Andrew Burn & Gareth Schott (eds.), Computer games: Text, narrative and play, 88–102. Cambridge, MA: Polity Press.Google Scholar
Consalvo, Mia. 2016. Atari to Zelda: Japan’s Videogames in Global Contexts. Cambridge, MA: MIT Press. DOI logoGoogle Scholar
Cubbison, Lorie. 2005. “Anime Fans, DVDs, and the Authentic Text.” The Velvet Light Trap 561: 45–57. DOI logoGoogle Scholar
de Sola Pool, Ithiel. 1983. Technologies of Freedom. Cambridge, MA: Harvard University Press.Google Scholar
Dietz, Frank. 2006. Issues in localizing computer games. In Keiran J. Dunne (ed.), Perspectives in localization, 121–134. Amsterdam: John Benjamins. DOI logoGoogle Scholar
Dovey, John & Helen W. Kennedy. 2006. Game cultures: Computer games as new media. Berkshire: Open University Press.Google Scholar
Handrahan, Matthew. 4 April, 2016. Nintendo denies bowing to GamerGate pressure in employee firing: Update: IGDA issues statement on Alison Rapp dismissal. Accessed January. [URL]
Hetcher, Steven. 2013. “Amateur creative digital content and proportional commerce.” In Amateur Media: Social, Cultural and Legal Perspectives. Edited by Hunter, Dan, Ramon Lobato, Megan Richardson and Julian Thomas, 35–52. London: Routledge.Google Scholar
Jenkins, Henry. 2006. Convergence culture: where old and new media collide. New York: New York University Press.Google Scholar
Kain, Eric. 2016. “Fire Emblem Fates’ And The Curious Case Of Localization Gone Terribly Wrong”, Forbes. Accessed January. [URL]
Klepek, Patrick. 2015. 14 December. From Japan, With Changes: The Endless Debate Over Video Game ‘Censorship’ Kotaku . Accessed December. [URL]
. 2016a. 5 March The Ugly New Front In The Neverending Video Game Culture War. Kotaku. Accessed December. [URL]
. 2016b. The Fight Over The Best Way to Translate Fire Emblem Fates. Kotaku. Accessed December. [URL]
Kohler, Chris. 2005. Power-up: How Japanese games gave the world an extra life. Indianapolis: Brady Games.Google Scholar
Lastowka, Greg. 2013. Minecraft as Web 2.0: Amateur creativity and digital games. In Amateur Media: Social, Cultural and Legal Perspectives. Edited by Hunter, Dan, Ramon Lobato, Megan Richardson and Julian Thomas, 153–169. London: Routledge.Google Scholar
Lewis, E. Philip. 1985. “The Measure of Translation Effects” In Difference in Translation. Edited by Joseph F. Graham, 31–62. Ithaca, NY: Cornell University Press.Google Scholar
Matthewman, Steve. 2011. Technology and social theory. Hampshire: Palgrave Macmillan. DOI logoGoogle Scholar
Muñoz-Sánchez, Pablo. 2009. “Video Game Localization for Fans by Fans: The Case of ROM Hacking”. The Journal of Internationalisation and Localization 1 (1): 168–185. DOI logoGoogle Scholar
Muscar, Jamie. E. 2006. A Winner is Who? Fair Use and the Online Distribution of Manga and Video Game Fan Translations. Vanderbilt Journal of Entertainment & Technology Law 9 (1), 223–254.Google Scholar
Newman, James. 2013. Illegal deposit: Game preservation and/as software piracy. Convergence: The International Journal of Research into New Media Technologies, 19(1) 45–61. DOI logoGoogle Scholar
. 2008. Playing Videogames. London and New York: Routledge. DOI logoGoogle Scholar
Nord, Christian. 2001. “Loyalty Revisited. Bible Translation as a Case in PointTarget 7, 2: 185–202.Google Scholar
Nornes, Markus. 1999. “For an abusive subtitling”. Film Quarterly 52 (3): 17–34. DOI logoGoogle Scholar
O’Hagan, Minako. 2009. ‘Evolution of User-generated Translation: Fansubs, Translation Hacking and Crowdsourcing’. Journal of Internationalization and Localization, 11 :94–121. DOI logoGoogle Scholar
O’Hagan, Minako and Carmen Mangiron. 2013. Game localization: Translating for the global digital industry. Amsterdam: John Benjamins. DOI logoGoogle Scholar
O’Hagan, Minako and Heather Chandler. 2016. ‘Game localization research and translation studies Loss and gain under an interdisciplinary lens’ In: Gambier, Yves and Luc van Doorslaer (eds). Border Crossings: Translation Studies and Other Disciplines, 309–330. Amsterdam/Philadelphia: John Benjamins. DOI logoGoogle Scholar
Pérez-González, Luis. 2014. Audiovisual Translation: Theories, Methods and Issues. London and New York: Routledge. DOI logoGoogle Scholar
Rheingold, Howard. 1993/2000. The virtual community: homesteading on the electronic frontier. Reading, Mass.: Addison-Wesley Pub. Co.Google Scholar
Skipper, Ben. 2015. Fire Emblem Fates homophobia: Bisexual character drugged to believe men are women and women are men. International Business Times. Accessed January. [URL]
Wirtén, Eva Hemmungs. 2013. “Swedish subtitling strike called off! Fan-to-fan piracy, translation and the primacy of authorization”. In Amateur Media: Social, Cultural and Legal Perspectives. Edited by Hunter, Dan, Ramon Lobato, Megan Richardson and Julian Thomas, 125–136. London and New York: Routledge.Google Scholar
Cited by (6)

Cited by six other publications

Ashok, Pratiksha
2023. Game localization: A comparative case study of PlayerUnknown’s Battlegrounds (PUBG Mobile) in India and China. Journal of Gaming & Virtual Worlds 15:2  pp. 129 ff. DOI logo
Karagöz, Selahattin
2023. Chapter 6. Recirculated, recontextualized, reworked. In Translation Flows [Benjamins Translation Library, 163],  pp. 107 ff. DOI logo
O’Hagan, Minako
2022. Indirect translation in game localization as a method of global circulation of digital artefacts. Target. International Journal of Translation Studies 34:3  pp. 441 ff. DOI logo
Mangiron, Carme
2021. Found in Translation: Evolving Approaches for the Localization of Japanese Video Games. Arts 10:1  pp. 9 ff. DOI logo
Mejías-Climent, Laura
2021. Game Localization: Stages and Particularities. In Enhancing Video Game Localization Through Dubbing,  pp. 79 ff. DOI logo
O’Hagan, Minako, Julie McDonough Dolmaya & Hendrik J. Kockaert
2019. Pandemic, localization and change of guard. The Journal of Internationalization and Localization 6:2  pp. 69 ff. DOI logo

This list is based on CrossRef data as of 19 october 2024. Please note that it may not be complete. Sources presented here have been supplied by the respective publishers. Any errors therein should be reported to them.