000 | 01711cam a2200361 i 4500 | ||
---|---|---|---|
001 | 20974 | ||
003 | CUTN | ||
005 | 20160518102824.0 | ||
008 | 130408s2013 ne b 001 0 eng | ||
010 | _a 2013010423 | ||
020 | _a9789027224569 (hbk. : alk. paper) | ||
020 | _a9789027224576 (pbk. : alk. paper) | ||
020 | _z9789027271860 (ebk.) | ||
040 |
_aDLC _beng _cDLC _erda _dDLC |
||
042 | _apcc | ||
050 | 0 | 0 |
_aP306.93 _b.G36 2013 |
082 | 0 | 0 |
_a418/.020285 _223 |
245 | 0 | 0 |
_aGame localization : _btranslating for the global digital entertainment industry / _cMinako O'Hagan, Dublin City University ; Carmen Mangiron, Universitat Autónoma de Barcelona. |
300 |
_axii, 374 pages ; _c25 cm. |
||
490 | 0 |
_aBenjamins translation library, _x0929-7316 ; _vvolume 106 |
|
504 | _aIncludes bibliographical references (pages 335-361) and index. | ||
650 | 0 |
_aMultimedia systems _xResearch. |
|
650 | 0 |
_aAudio-visual equipment _xTechnological innovations. |
|
650 | 0 |
_aTranslating and interpreting _xTechnological innovations. |
|
650 | 0 |
_aComputer games _xProgramming. |
|
650 | 0 |
_aVideo games _xDesign. |
|
650 | 0 |
_aVideo games industry _xTechnological innovations. |
|
700 | 1 |
_aO'Hagan, Minako, _d1959- _eeditor of compilation. |
|
776 | 0 | 8 |
_iOnline version: _tGame localization _dAmsterdam : John Benjamins Publishing Company, 2013 _z9789027271860 _w(DLC) 2013014480 |
906 |
_a7 _bcbc _corignew _d1 _eecip _f20 _gy-gencatlg |
||
942 |
_2ddc _cBOOKS |
||
999 |
_c16603 _d16603 |