The objective of this book is to introduce the specialized translation sub-domain known as “game localization”(Chandler 2005) within the more established domain of localization. In …
A Shaw - Games and culture, 2010 - journals.sagepub.com
What is video game culture, however? What does it mean to have a culture defined by the consumption of a particular medium? Moreover, what are the implications of defining this …
An examination of work—including the organization of work and the market forces that surround it—through the lens of the collaborative practice of game development. Rank-and …
A Amory - Educational Technology Research and Development, 2007 - Springer
Complex computer and video games may provide a vehicle, based on appropriate theoretical concepts, to transform the educational landscape. Building on the original game …
Examining a wide range of Japanese videogames, including arcade fighting games, PC- based strategy games and console JRPGs, this book assesses their cultural significance …
The book is concerned with narrative in digital media that changes according to user input— Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future …
AS Thorpe, S Roper - Journal of business ethics, 2019 - Springer
Gamification is an increasingly common marketing tool. Yet, to date, there has been little examination of its ethical implications. In light of the potential implications of this type of …
Develops third-space theory by engaging with zines produced by feminists and queers of color. Zines in Third Space develops third-space theory with a practical engagement in the …
In research about digital game-based learning, the likely negative perceptions of parents are often enlisted as a barrier toward the adoption of games in classroom settings. Teachers …