000 02075cam a2200457 i 4500
005 20250918232819.0
008 140109s2013 ne bi 001 0 eng
020 _a9789027224569 (hb : alk. paper)
020 _a9027224560 (hb : alk. paper)
020 _a9789027224576 (pb : alk. paper)
_cRM289.82
020 _a9027224579 (pb : alk. paper)
039 9 _a201403311018
_blan
_c201403311016
_dlan
_c201403281644
_dbinar
_c201401131107
_dbinar
_y01-09-2014
_zbinar
040 _aDLC
_erda
_beng
_cDLC
_dYDX
_dYDXCP
_dBTCTA
_dOCLCO
_dERASA
_dCDX
_dOCLCO
_dOHX
_dBDX
_dUKM
090 _aP306.93.G338
090 _aP306.93
_b.G338
100 1 _aO'Hagan, Minako,
_d1959-
_eauthor.
245 1 0 _aGame localization :
_btranslating for the global digital entertainment industry /
_cMinako O'Hagan, Dublin City University ; Carmen Mangiron, Universitat Aut{u1BEE}oma de Barcelona.
260 _aAmsterdam :
_bJohn Benjamins Publishing Company,
_c2013.
300 _axii, 374 pages ;
_c25 cm.
336 _atext
_btxt
_2rdacontent.
337 _aunmediated
_bn
_2rdamedia.
338 _avolume
_bnc
_2rdacarrier.
490 1 _aBenjamins translation library (BTL). EST subseries ;
_vvolume 106.
504 _aIncludes bibliographical references 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 _aMangiron, Carmen,
_eauthor.
830 0 _aBenjamins translation library.
_pEST subseries ;
_vvolume 106.
907 _a.b1580446x
_b2019-11-12
_c2019-11-12
942 _c01
_n0
_kP306.93.G338
914 _avtls003548610
990 _arab
991 _aFakulti Sains Sosial dan Kemanusiaan
998 _at
_b2014-09-01
_cm
_da
_feng
_gne
_y0
_z.b1580446x
999 _c560564
_d560564