dc.contributorUniversidade Federal de Uberlândia (UFU)
dc.contributorUniversidade Estadual Paulista (Unesp)
dc.date.accessioned2018-11-26T16:04:21Z
dc.date.available2018-11-26T16:04:21Z
dc.date.created2018-11-26T16:04:21Z
dc.date.issued2018-01-01
dc.identifierTexto Livre-linguagem E Tecnologia. Belo Horizonte Ms: Univ Fed Minas Gerais, Fac Letras, v. 11, n. 1, p. 103-120, 2018.
dc.identifier1983-3652
dc.identifierhttp://hdl.handle.net/11449/160403
dc.identifier10.17851/1983-3652.11.1.103-120
dc.identifierWOS:000437490300007
dc.description.abstractDespite the significant growth of the game localization industry in the past years, translation undergraduate curricula in Brazil still lacks formal training in game localization, often leaving novice translators no alternative but to search for the required skills informally in game translation communities. Designing a video game localization course in translation undergraduate programs in public universities is a complex task in today's reality, particularly due to limited access to free and authentic materials. This paper describes a game localization teaching experience at the undergraduate level with special focus on how to handle the linguistic assets of the online race game SuperTuxKart, while trying to shed some light on potential translation requirements of entertainment software and its incorporation into translation programs.
dc.languageeng
dc.publisherUniv Fed Minas Gerais, Fac Letras
dc.relationTexto Livre-linguagem E Tecnologia
dc.rightsAcesso restrito
dc.sourceWeb of Science
dc.subjectvideo game localization
dc.subjectvideo game translation
dc.subjecttranslator training
dc.subjecttranslation undergraduate program
dc.subjectSuperTuxKart
dc.titleTEACHING VIDEO GAME TRANSLATION: FIRST STEPS, SYSTEMS AND HANDS-ON EXPERIENCE
dc.typeArtículos de revistas


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