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dc.contributor.authorSolano Dueñas, Ignacio
dc.date.accessioned2020-10-20T12:10:18Z
dc.date.available2020-10-20T12:10:18Z
dc.date.issued2020
dc.identifier.issn2605-2954
dc.identifier.urihttp://hdl.handle.net/10396/20549
dc.description.abstractLocalization has poorly been explored in the academic world and thus present some aspects which would benefit from more focus on its study. The main aspects which have been chosen to analyze are gender, humor and names translation, given that mainly the two first scarcely show any presence in the academic world, but are a constant challenge when localizing videogames. The purpose of this study is to analyze and use as paradigm the translation challenges and the Spanish target translations which stem from Borderlands 2 due to large amount of texts found in this video game, as well as the very different characteristics of the texts depending on their context.es_ES
dc.format.mimetypeapplication/pdfes_ES
dc.language.isoenges_ES
dc.publisherUCOPresses_ES
dc.rightshttps://creativecommons.org/licenses/by/3.0/es_ES
dc.sourceTransletters. International Journal of Translation and Interpreting 4, 275-297 (2020)es_ES
dc.subjectTranslation challengees_ES
dc.subjectGenderes_ES
dc.subjectHumores_ES
dc.subjectVideo gamees_ES
dc.subjectCharacteres_ES
dc.titleLocalizing gender, humor and names: Analysis of Borderlands 2’s translationes_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.relation.publisherversionhttps://www.uco.es/ucopress/ojs/index.php/tl/indexes_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES


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