Identificador persistente para citar o vincular este elemento: https://accedacris.ulpgc.es/jspui/handle/10553/165048
Título: Industry-academia synergies for game translation user research
Autores/as: Deckert, Mikołaj
Hejduk, Krzysztof W.
Bernal Merino,Miguel Ángel 
Clasificación UNESCO: Investigación
Palabras clave: Audience Research
Audiovisual Translation And Media Accessibility
Game Localisation
Gamers
Telemetry
Fecha de publicación: 2026
Publicación seriada: Perspectives: Studies in Translation Theory and Practice 
Resumen: Video games are commercial and artistic creations whose immense popularity and ever-growing success contemporarily hinge on the world-wide distribution of access and the user-tailored experience. This resulted in specialised pipelines in the gaming sector for user-centred quality control that is well-documented and long-problematised in various academic fields. However, the experiencing of target texts–despite entire userbases relying on them–is not as robustly reflected in scholarly works, nor in practical applications. This paper integrates two discernible perspectives to signal the emergence of a more systematic and less fragmented initiative that we refer to as Game Translation User Research (GTUR). We consider the affordances and constraints of user-centric approaches drawing on netnography, userbase surveying, and telemetry, in each case seeking the convergence of Academia, Industry, and Users to result in synergies that can be broadly beneficial. The discussion is based on scholarly literature and cases from the current industry practices.
URI: https://accedacris.ulpgc.es/jspui/handle/10553/165048
ISSN: 0907-676X
DOI: 10.1080/0907676X.2026.2660247
Fuente: Perspectives: Studies in Translation Theory and Practice [ISSN 0907-676X], 2026
Colección:Artículos
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