Creating Felicitous Gaming Experiences: Semiotics and Pragmatics as Tools for Video Game Localisation
With almost two billion video game fans worldwide (Statista 2014) from the casual to the professional player, the localisation of video games has become a clear business decision for publishers because it determines not only the entrance but also the permanence of their brand in each country. In thi...
保存先:
| 第一著者: | |
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| フォーマット: | Artigo |
| 言語: | Inglês |
| 出版事項: |
Presses universitaires de Liège (PULg)
2016
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| 主題: | |
| オンライン・アクセス: | https://doi.org/10.4000/signata.1227 https://hdl.handle.net/20.500.13089/kpky https://journals.openedition.org/signata/1227 |
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