Analysing English as a Lingua Franca in Video Games

Analysing English as a Lingua Franca in Video Games
Author: Pietro Luigi Iaia
Publisher: Linguistic Insights
Total Pages: 0
Release: 2016
Genre: English language
ISBN: 9783034321389


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This book focuses on the English lingua-franca uses in video-game interactions. The typographic and linguistic deviations from the standard norms are investigated, along with the cooperation strategies and status asymmetries of the participants in the online interactions, and the role of language in creating ideological representations.


Analysing English as a Lingua Franca in Video Games
Language: en
Pages: 0
Authors: Pietro Luigi Iaia
Categories: English language
Type: BOOK - Published: 2016 - Publisher: Linguistic Insights

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This book focuses on the English lingua-franca uses in video-game interactions. The typographic and linguistic deviations from the standard norms are investigat
The Translation of Realia and Irrealia in Game Localization
Language: en
Pages: 170
Authors: Silvia Pettini
Categories: Language Arts & Disciplines
Type: BOOK - Published: 2021-09-19 - Publisher: Routledge

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This book explores the impact of a video game’s degree of realism or fictionality on its linguistic dimensions, investigating the challenges and strategies fo
New Perspectives in Media Translation
Language: en
Pages: 333
Authors: Loukia Kostopoulou
Categories:
Type: BOOK - Published: - Publisher: Springer Nature

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Translation or Transcreation? Discourses, Texts and Visuals
Language: en
Pages: 193
Authors: Cinzia Spinzi
Categories: Language Arts & Disciplines
Type: BOOK - Published: 2019-01-15 - Publisher: Cambridge Scholars Publishing

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This wide-ranging collection brings together essays on a recent approach to translation known as transcreation. Together with new modes of translation, such as
Developing Video Game Literacy in the EFL Classroom
Language: en
Pages: 364
Authors: Roger Dale Jones
Categories: Literary Criticism
Type: BOOK - Published: 2018-07-16 - Publisher: Narr Francke Attempto Verlag

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Video games are a major source of contact to English language and culture, and the need to develop critical video game competency is high. This text presents re