| Accessible games and education. Accessibility experiences with e-adventure |
Publication |
Book chapter |
| Contemporary global media circulation based on fan translation. A particular case of Thai fansubbing |
Publication |
Journal article |
| Evolution of user-generated translation. Fansubs, translation, hacking and crowdsourcing |
Publication |
Journal article |
| From game accessibility to universally accessible games |
Publication |
Book chapter |
| Fun for All. Translation and accessibility practices in video games |
Publication |
Edited book |
| Game localisation. Unleashing imagination with "restricted" translation |
Publication |
Journal article |
| Game localization. A critical overview and implications for audiovisual translation |
Publication |
Book chapter |
| How to make universally accessible video games |
Publication |
Book chapter |
| Seeking delocalization. Fan community and game localization in the age of user empowerment |
Publication |
Journal article |
| Technology and game localization |
Publication |
Book chapter |
| Technology. Audiovisual translation |
Publication |
Book chapter |
| The ‘hookability’ of multimodal impact captions. A mixed-methods exploratory study of Japanese TV viewers |
Publication |
Journal article |
| Translating fun for all. Promoting accessibility in video games |
Publication |
Book chapter |
| Video games as a new domain for translation research. From translating text to translating experience |
Publication |
Journal article |