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VIDEO GAME TRANSLATION AND COGNITIVE SEMANTICS

Mateusz Sajna



 

The book concentrates on video game translation from the perspective of cognitive semantics. One of its objectives is to assert that translators’ knowledge of cognitive semantics can affect translation, i.e. decoding the sender’s mental states and evoking particular mental states in the target language recipient. The work is interdisciplinary and draws on such fields as games studies, cognitive semantics, and translation studies. It also aspires to complete gaps in the scientific research on video games, systematize the knowledge of localization, and ascertain the role played by translators in the localization process.


The research material consists of eight video games which belong to different genres, and the investigated English video game texts cover almost 3000 standard pages.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Hardcover


9783631674819

2016

157

English

eBook

9783631694497

2016

157

 

TAGS


Authors: #MateuszSajna

Publishers: #PeterLangInc (Peter Lang Inc.)

Languages: #English

Year: #Year2016


Companies:

N/A


Public Figures:

N/A


Games:

#BlackMirror (Black Mirror 3)

#Crysis (Crysis 2)

#DeadIsland (Dead Island: Riptide)

#DragonAge (Dragon Age II)

#Krater (Krater: Shadows of Solside)

#MightAndMagic (Heroes of Might & Magic V)

#TheElderScrolls (The Elder Scrolls V: Skyrim)

#Tropico (Tropico)


Misc:

N/A

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