Aimed at promoting a broader interdisciplinary discussion, this paper explores translation and entertainment in the context of current and emerging technological trends from a perspective beyond strictly Translation Studies concerns. Taking the case of video games as a rapidly growing modern digital entertainment genre, the article examines the concept of adaptation and how transmedia and remediation might further impact translation practices. It hints at a new development of translation itself as a form of entertainment, which may tie in with the concept of gamification to stimulate further thinking into the future of translation and entertainment.
2021. Where translation impacts: The non-professional community on Chinese online social media – A descriptive case study on the user-generated translation activity of Bilibili content creators. Global Media and China 6:2 ► pp. 171 ff.
2021. A Bibliometric Analysis of Gamification Research. IEEE Access 9 ► pp. 46505 ff.
Canalès, Audrey
2020. Transmedia, Translation and Adaptation: Parallel Universes or Complex System?. TTR 33:1 ► pp. 55 ff.
Hirci, Nataša & Agnes Pisanski Peterlin
2020. Face-to-face and Wiki revision in translator training: exploring the advantages of two modes of collaboration. The Interpreter and Translator Trainer 14:1 ► pp. 38 ff.
2015. Developing a Blueprint for a Technology-mediated Approach to Translation Studies. Meta 60:1 ► pp. 135 ff.
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