請用此 Handle URI 來引用此文件:
http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/93814完整後設資料紀錄
| DC 欄位 | 值 | 語言 |
|---|---|---|
| dc.contributor.advisor | 范家銘 | zh_TW |
| dc.contributor.advisor | Damien Fan | en |
| dc.contributor.author | 李治翰 | zh_TW |
| dc.contributor.author | Chih Han Lee | en |
| dc.date.accessioned | 2024-08-08T16:21:35Z | - |
| dc.date.available | 2024-08-09 | - |
| dc.date.copyright | 2024-08-08 | - |
| dc.date.issued | 2024 | - |
| dc.date.submitted | 2024-08-02 | - |
| dc.identifier.citation | Abbott, A. (1991). The Order of Professionalization:An Empirical Analysis. Work and Occupations, 18(4), 355-384. https://doi.org/10.1177/0730888491018004001
Agha, B. (2015). League of Legends: Players and esports Archer, P. (2023). The “Golden Age” of Video Games. Medium. https://medium.com/@paularcheryoga/the-golden-age-of-video-games-21650667c88a Baines, R. (2013). Translation, Globalization and the Elite Migrant Athlete. The Translator, 19(2), 207-228. https://doi.org/10.1080/13556509.2013.10799542 Baker, C. (2016). The 25-year legacy of Street Fighter II, in the words of the experts. https://www.gamedeveloper.com/business/the-25-year-legacy-of-i-street-fighter-ii-i-in-the-words-of-the-experts#close-modal Baker, C. (2017). IT’S TIME TO CELEBRATE 30 YEARS OF STREET FIGHTER. https://www.redbull.com/gb-en/theredbulletin/the-history-of-street-fighter Bashir, N. (2023). Efficacy & Fairness in eSports Tournament Design Handelshøyskolen BI]. Besombes, N. (2019). Esports Chronology. Medium. https://medium.com/@nicolas.besombes/esports-chronology-896e2a7b2f7e Browning, K. (2021). They’re Flocking to America to Make a Fortune Playing Video Games. New York Times. https://www.nytimes.com/2021/01/30/technology/esports-league-of-legends-america.html CaedrelClips. (2023). Caedrel Perfectly Translates Faker’s Interview. https://www.youtube.com/watch?v=VC9ZJc5Hw20 CAPSL. (2018). History of Esports. Medium. https://medium.com/doyouglitch/history-of-esports-334ae508fa8b Chang, Y.-C. (2023). Taiwan zhiye yu ban zhiye lanqiu lianmeng kouyi yuan juese zhi yanjiu [A study on the roles of team interpreters in professional and semi-professional basketball leagues in Taiwan] National Taiwan University Graduate Program of Translation and Interpretation]. Chen, Y.-C. (2021). Roles and Responsibilities of a Basketball Team Interpreter: Perspectives from the Team Interpreter of the Formosa Dreamers National Changhua University of Education]. Chou, C.-h. (2018). Taiwan dianjing chanye lian zhi jiangou - yi yingxiong lianmeng wei li [The Construction of eSports Industry Chain in Taiwan: The Case Study of League of Legend] (Publication Number 2018) National Chengchi University]. AiritiLibrary. CTEA, C. T. E. A. (2023). Taiwan shou ge zhiye dianjing saishi [Taiwan’s First Esports League]. https://www.ctesa.com.tw/News/Detail/20231113162258076 Cuofano, G. (2023). How Does Riot Games Make Money? The Riot Games Business Model In A Nutshell. https://fourweekmba.com/riot-games-business-model/ Daniels, T. (2023). League of Legends World Championship 2023 breaks esports viewership record https://esportsinsider.com/2023/11/league-of-legends-world-championship-2023-esports-viewership-record darth-azrael. (2017). Space Invaders Championship (1980). https://steemit.com/retrogaming/@darth-azrael/space-invaders-championship-1980 escharts.com. (2023). Games viewership comparison. https://escharts.com/compare?period=all-time Esports.net. (2023a). ESPORTS HISTORY: WHEN IT ALL BEGAN (ORIGIN OF COMPETITIVE GAMES). https://www.esports.net/wiki/esports-history/ Esports.net. (2023b). IS ESPORTS A SPORT? COUNTRIES WHERE ESPORTS IS CONSIDERED A SPORT. https://www.esports.net/wiki/guides/is-esports-a-sport/ EsportsEarnings. (2023). World Cyber Games WCG. https://www.esportsearnings.com/leagues/110-world-cyber-games/events EVO. (2023). Bringing the Fight for Over Two Decades. https://www.evo.gg/about-evo Fan, Y. K., & Ju, E. M. L. (2021). A Study on the Benefits of Acting Training to the Learning of Consecutive Interpreting. Studies of Translation and Interpretation, 21-56 Freidson, E. (1972). Professionalization and the organization of middle-class labour in postindustrial society. The Sociological Review, 20(1_suppl), 47-59. Funk, D. C., Pizzo, A. D., & Baker, B. J. (2018). eSport management: Embracing eSport education and research opportunities. Sport Management Review, 21(1), 7-13. https://doi.org/https://doi.org/10.1016/j.smr.2017.07.008 GOL, G. O. L. (2023). https://gol.gg/esports/home/ Haider, A. (2023). Street Fighter II: The 1991 video game that packs a punch. BBC. https://www.bbc.com/culture/article/20230228-street-fighter-ii-the-1991-video-game-that-packs-a-punch Horowitz, K. (2022). GOLDEN AGE GAME TOURNAMENTS: SEGA’S HEAD-ON. https://www.sega-16.com/2022/07/golden-age-game-tournaments-segas-head-on/ Hu, L.-c. (2019). Taiwan dianzi jingji chanye fazhan zhi weilai tuxiang tantao - yi yingxiong lianmeng youxi wei li [An Investigation on the Future Image of Taiwan’s Industry Development-A Resaerch on League of Legend Games] (Publication Number 2019年) Tamkang University]. AiritiLibrary. Itaya, H. (2021). The sports interpreter’s role and interpreting strategies: a case study of Japanese professional baseball interpreters. Communication and Sport, 28, 137. https://books.google.com.tw/books?hl=zh-TW&lr=&id=npY9EAAAQBAJ&oi=fnd&pg=PA137&dq=interpreting+sports+case+study&ots=DxmuINq0qa&sig=ttcOxnvwRCbnERqVEypcmW3xbNo&redir_esc=y#v=onepage&q=interpreting%20sports%20case%20study&f=false Jang, H. (2021). Becoming an Esports Translator | Behind The Screens (ft. Dear) [Interview]. https://www.youtube.com/watch?v=U2eypO3sJoE&t=14s Jang, W. W., & Byon, K. K. (2020). Antecedents of esports gameplay intention: Genre as a moderator. Computers in Human Behavior, 109, 106336. Jenny, S. E., Manning, R. D., Keiper, M. C., & Olrich, T. W. (2017). Virtual (ly) athletes: where eSports fit within the definition of “Sport”. Quest, 69(1), 1-18. Jeon, Y.-j. (2021). Three Koreans named among Chinese LoL league’s best five https://koreajoongangdaily.joins.com/2021/08/12/sports/esports/alllpl-1st-team-2021-summer-doinb/20210812144700570.html Katan, D., & Straniero-Sergio, F. (2001). Look who’s talking: The ethics of entertainment and talkshow interpreting. The Translator, 7(2), 213-237. Kinoshita, Y. (1999). Grounded theory approach-Rebirth of qualitative empirical research. Kobundou, Tokyo. Kinoshita, Y. (2003). Practice of Grounded Theory approach: An invitation to qualitative research. Kobundou, Tokyo. Kinoshita, Y. (2007). Live lecture M-GTA Practical qualitative research method. The Whole Modified Grounded Theory Approach (first version), Kobundou, Tokyo. Kym, S. (2004). Informatization of a nation: A case study of South Korea’s computer gaming and PC-bang culture. Larch, F. (2023). eSports History: How it all began. Sports Business. https://www.ispo.com/en/sports-business/esports-history-how-it-all-began#! LCKGlobal. (2022). 2022 LCK Spring Finals Interview & Award | 2022 LCK Spring Split FINALS. https://www.youtube.com/watch?v=xPYc98IwCPw LCKGlobal. (2023). GEN vs T1 | 2023 LCK Summer Grand Finals. https://www.youtube.com/watch?v=5kS-BicsjS4 Lee, B.-S. (2019). Exploring the Roles of Staff Interpreters in a Professional Baseball Team in Taiwan: Taking the CTBC Brothers as an Example [Master’s thesis, National Taiwan University]. Taiwan. Lee, C. Y. (2016). The Roles and Interpreting Strategies of In-House Interpreters. 2016, 1-175. Lee, T. (2008). Woguo dianzi jingji chanye de fazhan yanjiu [Research on the National Development of Esports Industry] Guangxi Normal University]. Guangxi, China. LegitSmoky. (2023). Exploring the World of Esports: The Professionalization of Online Gaming. Medium. https://medium.com/@smokygmbh/exploring-the-world-of-esports-the-professionalization-of-online-gaming-831e42ddce4c Liang, W.-m. (2020). Taiwanese gamer nets record US$6 million contract. Taipei Times. https://www.taipeitimes.com/News/lang/archives/2020/12/13/2003748600 Lightening. (2022). “Yīngxióng Liánméng T1 kāi zhíbò yǔ guānzhòng hùdòng, Gumayusi de Dòuyú fānyì què kāi chàng xuǎnshǒu?”[LoL Team T1 Player Gumayusi Livestream Interact with Fans but Taunted by Douyu’s Interpreter. https://tw.news.yahoo.com/gumausilive-132223604.html Liu, K.-h. (2021). Xianshi yu lixiang chaju? Qiantan Taiwan dianjing chanye fazhan ji qi juxian xing [The Gap Between Dream and Reality: Discussing the Development and Limitations of Taiwan’s Esports Industry]. https://www.storm.mg/article/3987443?mode=whole LoLEsportsStaff. (2024). The State of the Game: LoL Esports in 2024. https://lolesports.com/article/the-state-of-the-game-lol-esports-in-2024/blt2d30ff1e12862524 LoLPacificChampionshipSeries. (2023). [EN] Summer Grand Finals | PSG vs CFO | PCS Summer Split (2023). https://www.youtube.com/watch?v=K2CS_UG6YYQ LPL. (2023). JDG VS. LNG - LPL Summer Finals 2023. https://www.youtube.com/watch?v=EERHxX_9Ogc Marelić, M., & Vukušić, D. (2019). E-sports: Definition and social implications. Exercise and Quality of Life Journal, 11(2), 47-54. Migliore, L. (2021). What Is Esports? The Past, Present, and Future of Competitive Gaming. In L. Migliore, C. McGee, & M. N. Moore (Eds.), Handbook of Esports Medicine: Clinical Aspects of Competitive Video Gaming (pp. 1-16). Springer International Publishing. https://doi.org/10.1007/978-3-030-73610-1_1 Moriarty, M. (2020). Development of Korean Esports. https://www.pinnacle.com/zh-tw/esports-hub/betting-articles/educational/esports-south-korea/egl2agmhdcz6zl3p Newzoo. (2021). Global Games Market Report 2021. Newzoo. (2022). Global Games Market Report. Nino De Guzman, J. (2016). How online streaming changed eSports forever. https://www.redbull.com/gb-en/esports-online-streams Noon, C. (2020). How PC Gaming Has Evolved (A Brief History). https://www.wepc.com/news/history-of-pc-gaming/ Nordland, J. (2023). Newzoo discontinues its esports industry reports. https://esportsinsider.com/2023/03/newzoo-ends-esports-report NUBEO. (2023). HIGH SCORE HEROES: STORIES OF SPACE INVADERS CHAMPIONS AND TOURNAMENTS. https://nubeowatches.com/blogs/the-aquanova-journal/high-score-heroes-stories-of-space-invaders-champions-and-tournaments O’Donoghue, P. (2018). Tournaments. Modelling and Simulation in Sport and Exercise, 129-145. Parent, M. M. (2008). Evolution and issue patterns for major-sport-event organizing committees and their stakeholders. Journal of sport management, 22(2), 135-164. Parsons, T. (1939). The Professions and Social Structure. Social Forces, 17(4), 457-467. https://doi.org/10.2307/2570695 Partin, W. (2020). The 2010s were a banner decade for big money and tech — and esports reaped the rewards. The Washington Post. https://www.washingtonpost.com/video-games/esports/2020/01/28/2010s-were-banner-decade-big-money-tech-esports-reaped-rewards/ Peng, Q., Dickson, G., Scelles, N., Grix, J., & Brannagan, P. M. (2020). Esports governance: Exploring stakeholder dynamics. Sustainability, 12(19), 8270. Pensica, E. J. (2021). Esports Tournament Formats and Series Types. BillElafros. https://www.billelafros.com/esports-tournament-formats-and-series-types/ Pinnacle. (2020). How the Swiss-System works in esports. https://www.pinnacle.com/en/esports-hub/betting-articles/educational/how-the-swiss-system-works-in-esports/e472xuy3xu6ssacg Pizzo, A., Baker, B., Na, S., Lee, M., Kim, D., & Funk, D. (2018). eSport vs sport: a comparison of spectator motives. Faculty/Researcher Works. Pöchhacker, F. (2007). Coping with Culture in Media Interpreting. Perspectives, 15(2), 123-142. https://doi.org/10.1080/13670050802153798 PresenaEsports. (2023). #Worlds2023 / #T1 Press Conference. https://www.youtube.com/watch?v=GhAVsHOGqAc Samanta, O. (2024). League Of Legends Player Count & Stats 2023. https://prioridata.com/data/league-of-legends/ Sandrelli, A. (2015). ‘And maybe you can translate also what I say’: interpreters in football press conferences. Sandrelli, A. (2017). Simultaneous dialogue interpreting: Coordinating interaction in interpreter-mediated football press conferences. Journal of Pragmatics, 107, 178-194. Sandrelli, A. (2018a). Interpreter-Mediated Football Press Conferences: A Study on the Questioning and Answering Strategies. In M. Russo, C. Bendazzoli, & B. Defrancq (Eds.), Making Way in Corpus-based Interpreting Studies (pp. 185-204). Springer Singapore. https://doi.org/10.1007/978-981-10-6199-8_10 Sandrelli, A. (2018b). Interpreter-mediated football press conferences: a study on the questioning and answering strategies. Making Way in Corpus-based Interpreting Studies, 185-204. Scholz, T. M. (2019a). Introduction: The Emergence of eSports. In T. M. Scholz (Ed.), eSports is Business: Management in the World of Competitive Gaming (pp. 1-16). Springer International Publishing. https://doi.org/10.1007/978-3-030-11199-1_1 Scholz, T. M. (2019b). A Short History of eSports and Management. In T. M. Scholz (Ed.), eSports is Business: Management in the World of Competitive Gaming (pp. 17-41). Springer International Publishing. https://doi.org/10.1007/978-3-030-11199-1_2 Smith, N. (2019). How the League of Legends World Championship became the Super Bowl of esports. The Washington Post. https://www.washingtonpost.com/video-games/esports/2019/11/07/how-league-legends-world-championship-became-super-bowl-esports/ Sorrentini, A., & Pianese, T. (2011). The relationships among stakeholders in the organization of men’s professional tennis events. Global Business and Management Research: An International Journal, 3(2), 141-156. Su, L. (2020). The Rise of Esports: A Fantastic, Challenging Adventure. Taiwan Panorama. https://www.taiwan-panorama.com/en/Articles/Details?Guid=915dee49-2e9d-4418-8515-d8018cbec478&CatId=9&postname=The%20Rise%20of%20Esports%20-A%20Fantastic%2C%20Challenging%20Adventure TAICCA, T. C. C. A. (2021). Yiqing zhi xia de youxi yu dianjing chanye: ‘Zhai’ jingji fafei chuanlian guoji dianjing saishi quanqiu chanye lian [Gaming and Esports Industries during the Pandemic: Stay-Home Economy Fosters Connection to Global Industry Chain of International Esports Events]. https://taicca.tw/article/9b8f7635 Tan, A. (2022). Worlds, MSI format will see some changes in 2023 — but it’s not what LoL fans want. https://www.oneesports.gg/league-of-legends/worlds-msi-format-change-2023/ Tan, M. (2019). ARTG80H: The History of Mario and His Impact on Popular Culture. https://medium.com/@matthewtan_81032/artg80h-the-history-of-mario-and-his-impact-on-popular-culture-84f44fe86d4c TheArcadeBlogger. (2023). Anatomy of Arcade High Score Tables. https://arcadeblogger.com/2021/01/31/anatomy-of-arcade-high-score-tables/ TodayontheKoreanServer. (2023). T1 vs WBG Recap With Voice Comms Translated - Worlds 2023 Grand Finals. https://www.youtube.com/watch?v=9LJlr-84V_4 Torres-Diaz, M. G., & Ghignoli, A. (2014). Interpreting performed by professionals of other fields: the case of sports commentators. Tsai, I.-F. (2011). An Analysis of the Current State and Needs of the Interpreting Industry in Taiwan: A Survey of the Private Sector. TwinGalaxies. (2023a). Twin Galaxies - Back In The Day! (1980’s). https://www.twingalaxies.com/content.php/4190-Twin-Galaxies-Back-In-The-Day!-(1980-s TwinGalaxies. (2023b). U.S. National Video Game Team. https://www.twingalaxies.com/content.php/2463-U-S-National-Video-Game-Team Wagner, M. G. (2006). On the Scientific Relevance of eSports. International conference on internet computing, Weng, Y.-h. (2018). Dianjing cheng qushi Zhuangjing Gaozhi dazao jiaoshi zhao zhuan ban [Esports Become Trendy: Juang Jing Vocational High School Establishes Esports Program]. Liberty Times Net. https://news.ltn.com.tw/news/life/breakingnews/2374534 Wikipedia. (2023). Spacewar! https://en.wikipedia.org/wiki/Spacewar! Xen, C. (2017). THE ROAD TO PROFESSIONALISM A qualitative study on the institutionalization of eSports. Xu, D. (2023). LOL PARK SEOUL – A TOUR OF THE EXCLUSIVE LCK STADIUM. https://www.esports.net/news/lol/lol-park-seoul/ Yang, C. S. (1999). Cong kouyi de zhiye fenlei yu jishu fenji tan kouyi jiaoxue [Discussing Interpreting Teaching from the Perspectives of Interpeting Job Categorization and Classification]. Studies of Translation and Interpretation, 301-310. Ye, G.-D. (2001). Lun yundong chanye zhi fanchou yu fenlei [The Scope and Categories of Sports Industries]. Sports Management Quarterly, P.8-21. Yessis, M. (1981). Role of the Sports Interpreter/Translator In Promoting Sport. Physical Educator, 38(4), 187. Yue, J. (2008). Sports interpreting in the Olympics. Academia.edu. Zach. (2022). GAMING IN THE EAST VS. THE WEST. https://stryda.gg/news/gaming-in-the-east-vs-the-west | - |
| dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/93814 | - |
| dc.description.abstract | 本研究探討翻譯服務提供者(ISP)於英雄聯盟太平洋職業聯賽中所扮演的角色、負責的工作以及面對的挑戰。本研究利用半結構式訪談蒐集數據,共計21位受訪者,其中除了ISP之外也包含諸如電競選手、教練、經理、賽事方以及媒體等翻譯服務使用者(ISU)。訪談結果發現,ISP所負責的工作種類包含傳統口筆譯服務、行政後勤工作以及內容創作與發展業務。ISP所扮演的角色包括傳聲筒、助理、保姆、教育者、溝通文化調停人員、助教、公關專家、地區代表和情緒減弱增強的中介。
本研究使用改良式紮根理論(M-GTA)分析所蒐集到的回應,目標為說明ISP的工作於電競賽季演變的過程。M-GTA所得之分析結果也與過往研究比對討論,比較電競ISP與傳統運動口譯員和企業內口譯員之異同。討論結果顯示,由於電競賽事著重於其表演價值和其娛樂性質,電競ISP須具備該產業導向的技能與知識,來扮演產業所期待的角色和面對相應而來的挑戰。 本研究的主要貢獻為描述電競產業中的口譯情形,討論ISP所扮演的複雜且重要的角色。電競ISP需要在電競賽場中成為溝通的橋樑,破除各文化之間的障礙,為選手、教練、粉絲提升參賽觀賽的體驗。本研究也發現,ISP要想達成上述目標,便需要特定職業訓練,同時獲得適當的資源分配,才能為整體電競產業提供長久切專業的服務。 | zh_TW |
| dc.description.abstract | This study investigates the roles, tasks, and challenges faced by interpreting service providers (ISPs) in the League of Legends (LoL) Pacific Championship Series (PCS) tournament setting. Through semi-structured interviews with 21 participants, including ISPs and interpreting service users (ISUs), i.e., esports athletes, coaches, team managers, tournament organizers, and media, this research explores the diverse work of ISPs in this burgeoning industry. The findings reveal that ISPs perform tasks ranging from general translation and interpretation to administrative and logistical support, and content creation and development. They assume various roles such as conduits, assistants, caregivers, educators, communication and cultural mediators, assistant coaches, public relations specialists, regional representatives, and emotion buffers/amplifiers.
This study utilizes the Modified Grounded Theory Approach (M-GTA) to analyze data and generate a narrative describing the evolution of ISP work across different stages of the esports season: individual operations, regional games, and international games. A comparison with existing studies on sports interpreters and in-house interpreters highlights both similarities and differences in the esports context. The findings suggest that the show-centric nature of esports events, with its focus on entertainment and spectacle, shapes the roles and challenges of ISPs, demanding a unique set of skills and understanding of the esports ecosystem. This study contributes to the understanding of the emerging field of esports interpreting, highlighting its multifaceted nature and the significant role it plays in facilitating communication, bridging cultural barriers, and enhancing the overall esports experience for players, teams, and fans. It underscores the need for dedicated training programs and resource allocation to support the professional development of esports interpreters and ensure the smooth operation of the industry. | en |
| dc.description.provenance | Submitted by admin ntu (admin@lib.ntu.edu.tw) on 2024-08-08T16:21:35Z No. of bitstreams: 0 | en |
| dc.description.provenance | Made available in DSpace on 2024-08-08T16:21:35Z (GMT). No. of bitstreams: 0 | en |
| dc.description.tableofcontents | Master’s Thesis Acceptance Certificate i
Acknowledgement ii Mandarin Abstract iii English Abstract iv Chapter 1: Introduction 1 Chapter 2: Literature review 5 2.1 Esports Introduction 5 2.1.1 Esports definition and genres 5 2.1.2 A brief history of esports 7 2.1.3 Professionalization of esports 10 2.1.4 Categorization of Esports Industry 12 2.2 Esports Tournament Design 19 2.3 Interpreting in Esports and Traditional Sports 20 2.4 Interpreting in League of Legends 24 2.5 The present study 25 Chapter 3: Methodology 28 3.1 Data Collection and Participants 28 3.2 Data Analysis 34 Chapter 4 Results 39 4.1 Responses from the Interpreting Service Providers (ISPs) 39 4.1.1 Tasks of the ISPs 39 4.1.2 Relationships with key stakeholders in the esports industry 49 4.1.3 Conflicts and stressors in esports interpreting 53 4.1.4 Roles of esports ISPs 58 4.1.5 Requirements and training for esports ISPs 64 4.1.6 Suggestions for improving cross-cultural communication in esports 67 4.1.7 Comparing esports interpreting with other interpreting experiences 71 4.2 Responses from the Interpreting Service Users (ISUs) 72 4.2.1 When and how esports ISPs assist ISUs 72 4.2.2 Interactions between ISUs and esports ISPs 77 4.2.3 Roles of the ISPs and the potential replacement by AI 78 4.2.4 Requirements for esports ISPs 81 4.2.5 Suggestions for improving cross-cultural Communication in esports 84 4.2.6 Challenges faced by the esports ISPs 88 4.3 Distinctive Responses from the People with Dual Perspectives (PDPs) 90 4.3.1 Distinctive tasks mentioned by the PDPs 91 4.3.2 The neglected ISPs 92 4.3.3 Large audience and self-expectation 94 4.3.4 English proficiency and hosting training 95 4.3.5 Suggestions to cultivate more esports ISPs 97 4.3.7 Comparisons between esports interpreting and other interpreting experiences by the PDPs 98 4.4 Summary of the Results Chapter 100 4.4.1 Summary of the ISPs’ responses 100 4.4.2 Summary of the ISUs’ responses 104 4.4.3 Summary of the additional information provided by the PDPs 107 Chapter 5 Discussion 110 5.1 Results of the M-GTA 110 5.1.1 Results of the coding process 111 5.1.2 M-GTA diagrams 118 5.1.3 The Storyline 121 5.2 Comparison between Traditional Sports ISPs and Esports ISPs 128 5.2.1 Sports interpreters and team ISPs 129 5.2.2 In-house interpreters and staff ISPs 131 5.3 The Show-centric Feature of the ISPs 133 5.4 Summary 136 Chapter 6 Conclusion 138 6.1 Limitations and Recommendations for Future Research 140 Appendix A Interview Questions for ISPs (CH) 149 Appendix B Interview Questions for ISPs (EN) 150 Appendix C Interview Questions for ISUs (CH) 151 Appendix D Interview Questions for ISUs (EN) 152 | - |
| dc.language.iso | en | - |
| dc.subject | 改良式紮根理論 | zh_TW |
| dc.subject | 電競口譯 | zh_TW |
| dc.subject | 口譯員角色 | zh_TW |
| dc.subject | M-GTA | en |
| dc.subject | interpreter’s roles | en |
| dc.subject | Esports Interpreting | en |
| dc.title | 初探電競錦標賽情境下的口譯: 以英雄聯盟太平洋職業聯賽為個案研究 | zh_TW |
| dc.title | Exploring Interpreting Activities in an Esports Tournament Setting: A Case Study of League of Legends PCS Tournament Games | en |
| dc.type | Thesis | - |
| dc.date.schoolyear | 112-2 | - |
| dc.description.degree | 碩士 | - |
| dc.contributor.oralexamcommittee | 吳敏嘉;林俊宏 | zh_TW |
| dc.contributor.oralexamcommittee | Min Jia Wu;Oscar Lin | en |
| dc.subject.keyword | 電競口譯,改良式紮根理論,口譯員角色, | zh_TW |
| dc.subject.keyword | Esports Interpreting,M-GTA,interpreter’s roles, | en |
| dc.relation.page | 152 | - |
| dc.identifier.doi | 10.6342/NTU202402898 | - |
| dc.rights.note | 同意授權(全球公開) | - |
| dc.date.accepted | 2024-08-06 | - |
| dc.contributor.author-college | 文學院 | - |
| dc.contributor.author-dept | 翻譯碩士學位學程 | - |
| 顯示於系所單位: | 翻譯碩士學位學程 | |
文件中的檔案:
| 檔案 | 大小 | 格式 | |
|---|---|---|---|
| ntu-112-2.pdf | 5.23 MB | Adobe PDF | 檢視/開啟 |
系統中的文件,除了特別指名其著作權條款之外,均受到著作權保護,並且保留所有的權利。
