1 |
G. Chroust, "Software like a courteous butler - Issues of Localization under Cultural Diversity", ISSS, vol. 51, no. 2, Jul. 2007.
|
2 |
Dong Cheol Youm. "A study on the Narrative structure of the Computer Game Text", Journal of Basic Design & Art, vol.5, no.3, pp. 341-351, 2004.
|
3 |
Ho Hyeuk Won, Bon Hyeok Gu, Hyoung Youb Kim, "Study of Contents Localization Case on the Game Paper, Please" : Based on the Korean and North Korean Translations", Journal of Korea Game Society, vol. 19, no. 2, pp. 145-160, Apr. 2019.
DOI
|
4 |
Myong Woo No, "'American Drama', 'Japanese Drama' and new way to consume dramas.", Culture Science, no. 52, pp. 340-347, 2007.
|
5 |
Kim Soonyoung, Jung Heejung, "A Study Suggesting Avenues for Research on Internet-based Amateur Subtitling, or Fansubbing", The Journal of Translation Studies, vol. 11, no. 4, pp. 75-97, 2010.
DOI
|
6 |
Tae Jung Park, "Case Study : Translation Techniques for Puns in Game Localization Processes", The Journal of the Korea Contents Association, vol. 13, no. 11, pp. 571-578, Nov. 2013.
DOI
|
7 |
Esselink, Bert, and Bert Esselink. A Practical Guide to Localization. Amsterdam: John Benjamins Pub. Co, 2000.
|
8 |
Frieman. T, "Making Sense of Software: Computer Games and Interactive Textuality", In S. Jones, Ed., Cybersociety Thousand Oaks, CA, and London : Sage Publications, 1995.
|
9 |
https://blog.naver.com/dhrgusdlrns4
|
10 |
O'Hagan, Minako, "Translation as the new game in the digital era", Translation Spaces, vol. 1, no. 1, pp. 11-23, 2012.
|
11 |
Jun Ho Kim, [이야기] 게임 한글화의 주역 '팀왈도' 그들은 누구인가?, Gameple, http://www.gameple.co.kr/news/articleView.html?idxno=135324, 2016.11.30.
|
12 |
R. Rogl, "No work and all play - the intersections between labour, fun and exploitation in online translation communities," European Journal of Applied Linguistics, vol. 4, no. 1, pp. 117-138, 2016. Available: https://www.proquest.com/scholarly-journals/no-work-all-play-intersections-between-labourfun/docview/1788105720/se-2?accountid=15179. DOI: http://dx.doi.org/10.1515/eujal-2015-0022.
DOI
|
13 |
Ho Young Kim, Nam Hee Hong, "The Circulation of Global Media and the Role of Fansubbers", Media, Gender & Culture, no. 23, pp. 47-77, Sep. 2012.
|
14 |
Eung Chel Lee, "We, Fans to Something: Korean Youth Fandom in Everyday Life and Concealment of Taste", KOREAN CULTURAL ANTHROPOLOGY, vol. 49, pp.95-135, 2016.
|
15 |
Tech Holic, 게임 현지화, 돈들일 가치 있을까?,, Etnews, https://m.etnews.com/20140822000099, 2014.08.22.
|
16 |
Pil Gwon Jung, 잊혀지고 대우받지 못하기도 하는 사람들, 게임 업계의 '로컬', Ruliweb, https://bbs.ruliweb.com/news/read/148728, 2021.04.02.
|
17 |
Jung Min Oh, "Intertextuality in subtitle translation of superhero genre movies from English to Korean", The Journal of Translation Studies, vol. 20, no. 3, pp. 289-291, Sep. 2019.
|
18 |
Dong Sook Park, Gyong Ran Jeon, "A Study on the Computer Game Text : Narrativity vs. Interactivity", Korean Journal of Journalism & Communication Studies, vol. 45, no. 3, pp. 69-106, Jun. 2001.
|
19 |
Soon Young Kim, Jung Hee Jung, "A Study Suggesting Avenues for Research on Internet-based Amateur Subtitling, or Fansubbing", The Journal of Translation Studies, vol. 11, no. 4, pp. 75-97, Dec. 2010.
DOI
|
20 |
Jin Suk Kang, Youn Gon Kang, Min Chul Kim, "Internet Fansubbing CultureAn In-depth Interview Study with Foreign Film and TV ShowFansubbers", Korean Journal of Broadcasting and Telecommunication Studies, vol. 26, no. 1, pp. 7-42, Jan. 2012.
|
21 |
Sung Eun Cho, Won Seok Cho, "BTS Army Fandom and Fan Translation", The Journal of Translation Studies, vol. 22, no. 1, pp. 247-278, Mar. 2021.
DOI
|
22 |
Tae Jin Yoon, "A Study on Game cultural intermediary", Game Culture Convergence Study, no. 9, 2020.
|
23 |
Jong Yoon Hong, "Fandom Culture", Seoul: Communicationbooks, 2014.
|
24 |
Perez-Gonzalez, L, "Fansubbing Anime: Insights into the "Butterfly Effect" of Globalisation on Audiovisual Translation", Perspectives: Studies in Translatology, vol. 14, no. 4, pp. 260-277, 2006
DOI
|
25 |
Perez-Gonzalez, L, "Amateur Subtitling as Immaterial Labour in Digital Media Culture: An Emerging Paradigm of Civic Engagement", Convergence: The International Journal of Research into New Media Technologies, vol. 19, no. 2, pp. 157-175, 2013
DOI
|
26 |
H. Jenkins, "Fans, bloggers, and gamers: Exploring participatory culture", New York: New York University Press, 2006.
|
27 |
https://steamapp.net/hangul
|