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Hits 1 – 20 of 140
1
Multilingual Persuasion Dataset ...
Pöyhönen, Teemu
;
Hämäläinen, Mika
;
Alnajjar, Khalid
. - : Zenodo, 2022
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2
Multilingual Persuasion Dataset ...
Pöyhönen, Teemu
;
Hämäläinen, Mika
;
Alnajjar, Khalid
. - : Zenodo, 2022
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3
Style shifts in Japanese video game commentary monologues
Christensen, Soren
;
Chen, Yunchuan
In: Proceedings of the Linguistic Society of America; Vol 7, No 1 (2022): Proceedings of the Linguistic Society of America; 5227 ; 2473-8689 (2022)
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4
ERGONOMICS OF TOOLS’ USAGE FOR VIDEO GAME LOCALISATION
Rivas Ginel, María-Isabel
In: Jornadas del Doctorado en Traductología, Traducción Profesional y Audiovisual 2021 ; https://hal.archives-ouvertes.fr/hal-03466616 ; Jornadas del Doctorado en Traductología, Traducción Profesional y Audiovisual 2021, Mar 2021, Valladolid, Spain ; https://eventos.uva.es/59282/detail/jornadas-del-doctorado-en-traductologia-traduccion-profesional-y-audiovisual-2021.html (2021)
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5
TOOLS FOR VIDEO GAME LOCALISATION: A USER SURVEY
Rivas Ginel, María-Isabel
In: 11th Annual Glendon Graduate Conference in Translation Studies. Facing the Future: Translation and Technology ; https://hal.archives-ouvertes.fr/hal-03466617 ; 11th Annual Glendon Graduate Conference in Translation Studies. Facing the Future: Translation and Technology, Mar 2021, Toronto, Canada (2021)
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6
Machine Translation and Gender biases in video game localisation: a corpus-based analysis
Rivas Ginel, María-Isabel
;
Theroine, Sarah
In: Colloque interdisciplinaire « Vers une robotique du traduire ? ; https://hal.archives-ouvertes.fr/hal-03466630 ; Colloque interdisciplinaire « Vers une robotique du traduire ?, Sep 2021, Strasbourg, France ; https://robotrad2020.sciencesconf.org/program (2021)
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7
Game Walkthrough Corpus (GWTC) ...
Tiepmar, Jochen
;
Burghardt, Manuel
. - : Zenodo, 2021
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8
Game Walkthrough Corpus (GWTC) ...
Tiepmar, Jochen
;
Burghardt, Manuel
. - : Zenodo, 2021
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9
Game Walkthrough Corpus (GWTC) ...
Tiepmar, Jochen
;
Burghardt, Manuel
. - : Zenodo, 2021
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10
КОМПЬЮТЕРНЫЕ ИГРЫ КАК СОВРЕМЕННАЯ ТЕХНОЛОГИЯ ОБУЧЕНИЯ ИНОСТРАННОМУ ЯЗЫКУ В НЕЯЗЫКОВОМ ВУЗЕ ... : COMPUTER GAMES AS A MODERN TECHNOLOGY OF TEACHING A FOREIGN LANGUAGE IN A NON-LANGUAGE UNIVERSITY ...
Табуева И.Н.
;
Кашицин И.А.
. - : The Scientific Heritage, 2021
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11
What makes male gamers angry, sad, amused, and enthusiastic while playing violent video games? ...
Behnke, Maciej
. - : Zenodo, 2021
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12
What makes male gamers angry, sad, amused, and enthusiastic while playing violent video games? ...
Behnke, Maciej
. - : Zenodo, 2021
Abstract:
Gaming elicits strong emotional responses. However, little is known about which situations within the gameplay elicit specific emotions. Thus, we aimed to identify which gaming situations elicit positive and negative emotions. We asked Counter-Strike: Global Offensive gamers (N = 652) to recall and write about a situation when they felt amused, angry, enthusiastic, or sad. In our analysis, we used semantic coding and affective words analysis using Linguistic Inquiry and Word Count (LIWC). We found that gamers described emotional situations (e.g., clutch, victory, or hacking) that we clustered into 12 broader categories (e.g., positive performance outcomes, underperforming, and technical issues). Gamers reported similar (rather than specific) situations for anger and sadness and similar for amusement and enthusiasm. We documented a wider than usually considered range of positive and negative emotions related to gaming along with specific gaming themes that produce these emotions. These findings contribute to ...
Keyword:
LIWC
;
negative emotions
;
positive emotions
;
video games
URL:
https://zenodo.org/record/4550865
https://dx.doi.org/10.5281/zenodo.4550865
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13
The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us
José Ramón Calvo-Ferrer; Jose Belda-Medina
In: Multimodal Technologies and Interaction; Volume 5; Issue 12; Pages: 80 (2021)
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14
Found in translation : evolving approaches for the localization of japanese video games
Mangiron i Hevia, Carme
. - 2021
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15
Más que nombres : analizando las traducciones de los antropónimos de la serie de videojuegos "Animal Crossing"
Sanchez Molina, Antón
;
Universitat Autònoma de Barcelona. Facultat de Traducció i d'Interpretació
. - 2021
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16
The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us
Calvo-Ferrer, José Ramón
;
Belda-Medina, Jose
. - : MDPI, 2021
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17
Effectiveness of Type of Feedback and Frequency on Digital Game-Based L2 Vocabulary Acquisition
Calvo-Ferrer, José Ramón
. - : IGI Global, 2021
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18
As identidades na localização de jogos ; Identities in game localization
Souza, Flávia Rodrigues Barros de
. - 2021
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19
Metodología AICLE en el aprendizaje de la táctica y cooperación deportiva a través de la gamificación
Baixauli Sánchez, Vicente
;
Ribés Millet, Llorenç
. - : Universitat Jaume I, 2021
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20
La traducción de léxico innovador vinculado a la medicina en mundos ficticios multimodales ; The translation of innovative lexicon related to medicine in multimodal fictional worlds
Szymyślik, Robert
. - : Tremédica. Asociación Internacional de Traductores y Redactores de Medicina y Ciencias Afines, 2021
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