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OverviewFull Product DetailsAuthor: Mikołaj Deckert (Uniwersytet Łódzki, Poland) , Krzysztof Hejduk (Uniwersytet Łódzki, Poland)Publisher: Cambridge University Press Imprint: Cambridge University Press Dimensions: Width: 15.20cm , Height: 0.70cm , Length: 22.80cm Weight: 0.170kg ISBN: 9781009045513ISBN 10: 1009045512 Pages: 75 Publication Date: 24 November 2022 Audience: Professional and scholarly , Professional & Vocational Format: Paperback Publisher's Status: Active Availability: Manufactured on demand ![]() We will order this item for you from a manufactured on demand supplier. Table of ContentsIntroduction; Video games: the potential for on-screen language and translation; 1. On-screen language – from films to video games; 2. Video games as a medium and more than that; 3. Localisation; Mapping out OSL functions and facets; 4. Procedure and scope of analysis; 5. Attention allocation continuum; 6. Immersion-enhancing facets of OSL in games; 7. Multiple levels of communication in OSL; 8. Practical considerations in OSL deployment; Meaningful mismatches: findings and future developments; 9. Discussion; Appendix; Bibliography.ReviewsAuthor InformationTab Content 6Author Website:Countries AvailableAll regions |