Carme Mangiron | Universitat Autònoma de Barcelona (original) (raw)
Papers by Carme Mangiron
Fun for All: 6th International Conference on Game Translation and Accessibility: New Trends and F... more Fun for All: 6th International Conference on Game Translation and Accessibility: New Trends and Future Challenges
Abstract submission until October 31st
Quaderns. Revista de traducció
Matamala, AnnaAccessibilitat i traducció audiovisualVic: Eumo, 2019, 275 p.ISBN 978-84-9766-678-9
The Routledge Handbook of Translation and Methodology, 2022
UTI Camp 2021, Jul 26, 2021
The Routledge Handbook of Audio Description, 2022
Video games have evolved to become a pervasive format which is beyond entertainment, enjoyed by a... more Video games have evolved to become a pervasive format which is beyond entertainment, enjoyed by a broad group of people rather than as a niche activity by hardcore gamers. However, to date, academic studies focusing on game localization and accessibility are few and far between, despite the fact that further research in localization and accessibility would be beneficial to all. The different contributions in this pioneering volume address the emerging fields of Game Accessibility and Game Localization from different angles, providing insightful information about these relatively unexplored academic areas with such close tights to the industry. The volume is divided in two sections: the first section includes four contributions on Game Accessibility, dealing with issues such as universally accessible games and guidelines for promoting accessibility. The second section of the book includes nine contributions focussing on different issues affecting game translation and localization, su...
Japanese video games have entertained players around the world and played an important role in th... more Japanese video games have entertained players around the world and played an important role in the video game industry since its origins. In order to export Japanese games overseas, they need to be localized, i.e., they need to be technically, linguistically, and culturally adapted for the territories where they will be sold. This article hopes to shed light onto the current localization practices for Japanese games, their reception in North America, and how users’ feedback can contribute to fine-tuning localization strategies. After briefly defining what game localization entails, an overview of the localization practices followed by Japanese developers and publishers is provided. Next, the paper presents three brief case studies of the strategies applied to the localization into English of three renowned Japanese video game sagas set in Japan: Persona (1996–present), Phoenix Wright: Ace Attorney (2005–present), and Yakuza (2005–present). The objective of the paper is to analyze ho...
The Interpreter and Translator Trainer, 2021
ABSTRACT Video games have become one of the most popular forms of entertainment in the modern dig... more ABSTRACT Video games have become one of the most popular forms of entertainment in the modern digital society. The global success of the game industry has fostered the development of the game localisation industry, as developers and publishers strive to sell their games in different languages and territories to maximise their return on investment. This, in turn, has been reflected in the increasing demand for trained game localisers who can cope with the different challenges posed by this emerging type of translation and meet the industry’s needs. Based on the long-standing experience of the MA in Audiovisual Translation at the Universitat Autònoma de Barcelona, this paper focuses on pedagogical issues concerning the training of game translators and, specifically, training them online, taking into consideration the specificities of distance education. After briefly presenting an overview of this MA and its online modality, the paper shifts to the teaching of game localisation, focusing on translation competence and curricular design, describing the tasks that students are asked to do. Special emphasis is placed on the teaching resources and tools used to provide a collaborative learning experience to distance education students that prepares them to embark on a career in this fast-paced and technologically-driven industry.
Japon Y La Peninsula Iberica Cinco Siglos De Encuentros 2011 Isbn 9788493820442 Pags 311 330, 2011
En poco más de tres décadas la industria de los videojuegos se ha convertido en un fenómeno globa... more En poco más de tres décadas la industria de los videojuegos se ha convertido en un fenómeno global que genera ingresos multimillonarios. Japón ha tenido un papel destacado en la evolución de dicha industria, al ser el primer productor de consolas y el segundo productor global de videojuegos. Juegos como los de las series Final Fantasy o Super Mario Bros. han proporcionado infinitas horas de entretenimiento a jugadores de todo el mundo gracias a su traducción a otros idiomas. En este artículo, tras hacer un breve repaso histórico de la evolución de la industria de los videojuegos y explicar a grandes rasgos en qué consiste la localización de videojuegos, nos centraremos en los retos de traducción que comportan los videojuegos japoneses y en los procesos de adaptación cultural a los que se ven sometidos con el objetivo de comercializarlos en otros países.
The Translator, 2016
Subtitling practices in game localisation remain, to date, largely unexplored, and the existing s... more Subtitling practices in game localisation remain, to date, largely unexplored, and the existing standards as widely applied to subtitling for TV, DVD and cinema have not been adopted by the game industry. This can pose an accessibility barrier for deaf and hard of hearing players as there are, on occasion, no subtitles provided for audio game components, such as sound effects. This article presents a small-scale exploratory study concerning the reception of subtitles in video games by means of user tests with eye tracking technology and a questionnaire. The purpose of the study was to determine what type of subtitles would be most suitable for video games, given their interactive and ludic nature, based not only on users’ preferences but also on quantitative data obtained with an eye tracking technology. The article also highlights the need for the development of best practice and standards in subtitling for this emerging digital medium, which would enhance game accessibility and the gaming experience not only for deaf and hard of hearing players but for all players.
Puertas a La Lectura, 2012
The project HBB4ALL (Hybrid Broadband Broadcasting for All), which has just started, addresses a ... more The project HBB4ALL (Hybrid Broadband Broadcasting for All), which has just started, addresses a wide range of interactivity, interoperability and accessibility features for a multi-platform media environment – focusing on the hybrid broadcast-broadband TV (HbbTV) concept.
Video games are part of the growing digital entertainment industry for which game localization ha... more Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive introduction to the topic of game localization the book draws on the literature in Game Studies as well as Translation Studies. The books readership is intended to be translation scholars, game localization practitioners and those in Game Studies developing research interest in the international dimensions of the digital entertainment industry. The book aims to provide a road map for the dynamic professional practices of game localization and to help readers visualize the expanding role of translation in one of the 21st century's key global industries.
Perspectives, 2013
Abstract In less than four decades the video game industry has become a multibillion dollar world... more Abstract In less than four decades the video game industry has become a multibillion dollar worldwide phenomenon. As game technology has evolved, allowing for the inclusion of cinematic scenes in games, dubbing and subtitling practices have become incorporated into game design and localisation. However, while years of research in AVT have led to the establishment of subtitling guidelines, both for intralingual and interlingual subtitles, such guidelines are generally not applied in games. Some games provide subtitles of more than three lines, use small fonts, and do not take into account the established average reading speed. This paper adopts a descriptive approach to the study of current subtitling practices applied in the video game industry. It describes the different features of game subtitles and highlights the need for further descriptive and empirical research that should lay the foundation for the development of game subtitling guidelines.
The Journal of Specialised Translation, 2006
Fun for All: 6th International Conference on Game Translation and Accessibility: New Trends and F... more Fun for All: 6th International Conference on Game Translation and Accessibility: New Trends and Future Challenges
Abstract submission until October 31st
Quaderns. Revista de traducció
Matamala, AnnaAccessibilitat i traducció audiovisualVic: Eumo, 2019, 275 p.ISBN 978-84-9766-678-9
The Routledge Handbook of Translation and Methodology, 2022
UTI Camp 2021, Jul 26, 2021
The Routledge Handbook of Audio Description, 2022
Video games have evolved to become a pervasive format which is beyond entertainment, enjoyed by a... more Video games have evolved to become a pervasive format which is beyond entertainment, enjoyed by a broad group of people rather than as a niche activity by hardcore gamers. However, to date, academic studies focusing on game localization and accessibility are few and far between, despite the fact that further research in localization and accessibility would be beneficial to all. The different contributions in this pioneering volume address the emerging fields of Game Accessibility and Game Localization from different angles, providing insightful information about these relatively unexplored academic areas with such close tights to the industry. The volume is divided in two sections: the first section includes four contributions on Game Accessibility, dealing with issues such as universally accessible games and guidelines for promoting accessibility. The second section of the book includes nine contributions focussing on different issues affecting game translation and localization, su...
Japanese video games have entertained players around the world and played an important role in th... more Japanese video games have entertained players around the world and played an important role in the video game industry since its origins. In order to export Japanese games overseas, they need to be localized, i.e., they need to be technically, linguistically, and culturally adapted for the territories where they will be sold. This article hopes to shed light onto the current localization practices for Japanese games, their reception in North America, and how users’ feedback can contribute to fine-tuning localization strategies. After briefly defining what game localization entails, an overview of the localization practices followed by Japanese developers and publishers is provided. Next, the paper presents three brief case studies of the strategies applied to the localization into English of three renowned Japanese video game sagas set in Japan: Persona (1996–present), Phoenix Wright: Ace Attorney (2005–present), and Yakuza (2005–present). The objective of the paper is to analyze ho...
The Interpreter and Translator Trainer, 2021
ABSTRACT Video games have become one of the most popular forms of entertainment in the modern dig... more ABSTRACT Video games have become one of the most popular forms of entertainment in the modern digital society. The global success of the game industry has fostered the development of the game localisation industry, as developers and publishers strive to sell their games in different languages and territories to maximise their return on investment. This, in turn, has been reflected in the increasing demand for trained game localisers who can cope with the different challenges posed by this emerging type of translation and meet the industry’s needs. Based on the long-standing experience of the MA in Audiovisual Translation at the Universitat Autònoma de Barcelona, this paper focuses on pedagogical issues concerning the training of game translators and, specifically, training them online, taking into consideration the specificities of distance education. After briefly presenting an overview of this MA and its online modality, the paper shifts to the teaching of game localisation, focusing on translation competence and curricular design, describing the tasks that students are asked to do. Special emphasis is placed on the teaching resources and tools used to provide a collaborative learning experience to distance education students that prepares them to embark on a career in this fast-paced and technologically-driven industry.
Japon Y La Peninsula Iberica Cinco Siglos De Encuentros 2011 Isbn 9788493820442 Pags 311 330, 2011
En poco más de tres décadas la industria de los videojuegos se ha convertido en un fenómeno globa... more En poco más de tres décadas la industria de los videojuegos se ha convertido en un fenómeno global que genera ingresos multimillonarios. Japón ha tenido un papel destacado en la evolución de dicha industria, al ser el primer productor de consolas y el segundo productor global de videojuegos. Juegos como los de las series Final Fantasy o Super Mario Bros. han proporcionado infinitas horas de entretenimiento a jugadores de todo el mundo gracias a su traducción a otros idiomas. En este artículo, tras hacer un breve repaso histórico de la evolución de la industria de los videojuegos y explicar a grandes rasgos en qué consiste la localización de videojuegos, nos centraremos en los retos de traducción que comportan los videojuegos japoneses y en los procesos de adaptación cultural a los que se ven sometidos con el objetivo de comercializarlos en otros países.
The Translator, 2016
Subtitling practices in game localisation remain, to date, largely unexplored, and the existing s... more Subtitling practices in game localisation remain, to date, largely unexplored, and the existing standards as widely applied to subtitling for TV, DVD and cinema have not been adopted by the game industry. This can pose an accessibility barrier for deaf and hard of hearing players as there are, on occasion, no subtitles provided for audio game components, such as sound effects. This article presents a small-scale exploratory study concerning the reception of subtitles in video games by means of user tests with eye tracking technology and a questionnaire. The purpose of the study was to determine what type of subtitles would be most suitable for video games, given their interactive and ludic nature, based not only on users’ preferences but also on quantitative data obtained with an eye tracking technology. The article also highlights the need for the development of best practice and standards in subtitling for this emerging digital medium, which would enhance game accessibility and the gaming experience not only for deaf and hard of hearing players but for all players.
Puertas a La Lectura, 2012
The project HBB4ALL (Hybrid Broadband Broadcasting for All), which has just started, addresses a ... more The project HBB4ALL (Hybrid Broadband Broadcasting for All), which has just started, addresses a wide range of interactivity, interoperability and accessibility features for a multi-platform media environment – focusing on the hybrid broadcast-broadband TV (HbbTV) concept.
Video games are part of the growing digital entertainment industry for which game localization ha... more Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive introduction to the topic of game localization the book draws on the literature in Game Studies as well as Translation Studies. The books readership is intended to be translation scholars, game localization practitioners and those in Game Studies developing research interest in the international dimensions of the digital entertainment industry. The book aims to provide a road map for the dynamic professional practices of game localization and to help readers visualize the expanding role of translation in one of the 21st century's key global industries.
Perspectives, 2013
Abstract In less than four decades the video game industry has become a multibillion dollar world... more Abstract In less than four decades the video game industry has become a multibillion dollar worldwide phenomenon. As game technology has evolved, allowing for the inclusion of cinematic scenes in games, dubbing and subtitling practices have become incorporated into game design and localisation. However, while years of research in AVT have led to the establishment of subtitling guidelines, both for intralingual and interlingual subtitles, such guidelines are generally not applied in games. Some games provide subtitles of more than three lines, use small fonts, and do not take into account the established average reading speed. This paper adopts a descriptive approach to the study of current subtitling practices applied in the video game industry. It describes the different features of game subtitles and highlights the need for further descriptive and empirical research that should lay the foundation for the development of game subtitling guidelines.
The Journal of Specialised Translation, 2006
Video games have evolved to become a pervasive format which is beyond entertainment, enjoyed by a... more Video games have evolved to become a pervasive format which is beyond entertainment, enjoyed by a broad group of people rather than as a niche activity by hardcore gamers. However, to date, academic studies focusing on game localization and accessibility are few and far between, despite the fact that further research in localization and accessibility would be beneficial to all. The different contributions in this pioneering volume address the emerging fields of Game Accessibility and Game Localization from different angles, providing insightful information about these relatively unexplored academic areas with such close tights to the industry. The volume is divided in two sections: the first section includes four contributions on Game Accessibility, dealing with issues such as universally accessible games and guidelines for promoting accessibility. The second section of the book includes nine contributions focussing on different issues affecting game translation and localization, such as case studies, culturalization, fan translation, and terminology management for the game localization industry.
Video games are part of the growing digital entertainment industry for which game localization ha... more Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive introduction to the topic of game localization the book draws on the literature in Game Studies as well as Translation Studies. The book’s readership is intended to be translation scholars, game localization practitioners and those in Game Studies developing research interest in the international dimensions of the digital entertainment industry. The book aims to provide a road map for the dynamic professional practices of game localization and to help readers visualize the expanding role of translation in one of the 21st century's key global industries.
Book in Spanish about the translation of video games
Esta obra se ha llevado a cabo en el marco del Máster en Traducción, Interpretación y Estudios In... more Esta obra se ha llevado a cabo en el marco del Máster en Traducción, Interpretación y Estudios Interculturales de la Universitat Autònoma de Barcelona e incluye un conjunto de artículos académicos elaborados por profesoras que imparten docencia en el mismo.
El objetivo es dar a conocer una parte de la producción científica del profesorado y a la vez mostrar algunos de los contenidos, experiencias y competencias que se enseñan a los estudiantes durante un curso académico. Por ello, las autoras han reflexionado y debatido
sobre la formación que deben tener traductores e intérpretes en el espacio multicultural e intercultural que se genera por medio de la traducción y de la interpretación. Los ámbitos que se analizan son los fundamentos teóricos de la docencia en traducción e interpretación y los criterios que deben tenerse en cuenta en la preparación de material
didáctico destinado a los alumnos de traducción e interpretación; el proceso de adquisición de competencias necesarias para la interpretación y la traducción esºpecializada, así como el papel relevante del estudiante durante este proceso; el respeto hacia las necesidades
del cliente y la importancia de adecuarse a las características de los receptores de la traducción; y finalmente el lector hallará también dos artículos sobre la aplicación de los estudios interculturales a la traducción y la interpretación.
It is exactly two years since ADLAB (www.adlabproject.eu), a European project focused entirely on... more It is exactly two years since ADLAB (www.adlabproject.eu), a European project focused entirely
on the audio description of film for the blind and sight-impaired community, came to an end,
acknowledged for its best practices and awarded the status of success story. It was coordinated by
the University of Trieste (PI: Prof. C. Taylor, IUSLIT/SSLMIT), and now a new project ADLAB
PRO, the natural successor to ADLAB, has been launched
(http://ec.europa.eu/programmes/erasmus-plus/projects/eplus-project-detailspage/?nodeRef=workspace://SpacesStore/fd594781-ccfb-4118-ae90-a15441abb9c9).
Based on the
results attained previously, it marks an important step forward. The aim this time is to create freeaccess,
flexible, didactic materials of a modular and personalisable nature, for the creation of an
extremely important yet little known professional figure with a key role in the field of media
accessibility: the audio describer. The audio describer is an audiovisual translator charged with
producing verbal descriptions for the blind community, descriptions which recount the visual
features of a work of art or an audiovisual product (a film, a museum, a dance, a sporting event or a
religious ceremony, etc.). The new project falls within the programme Erasmus +, Key Actions 2 –
Strategic Partnerships. Again the University of Trieste has the coordinating role (PI: Dr E. Perego,
IUSLIT/SSLMIT) with a budget of € 449.995 and consisting of 8 partners from 7 European
countries belonging to: academia (University of Trieste, Universitat Autònoma de Barcelona,
Universiteit Antwerpen, Uniwersytet im. Adama Mickiewicza w Poznaniu) the professional world
(Utopian Voices Ltd., Radiotelevizija Slovenija Javni Zavod Ljubljana, Soundfocus) and the user
association Royal National Institute of the Blind.
UAB participates in the project through TransMedia Catalonia research group (Department of
Translation and Interpreting and East Asian Studies), which continues its research line on media
accessibility. TransMedia Catalonia currently leads the ACT project (2016-2018, PI: Pilar Orero)
and participates in the ADLAB PRO project (2017-2019, PI at UAB: Anna Matamala).
Call for papers for the forthcoming Fun for All: 6th International Conference on Game Translation... more Call for papers for the forthcoming Fun for All: 6th International Conference on Game Translation and Accessibility New Trends and Future Challenges, to be held at Universitat Autònoma de Barcelona, June 15th and 16th 2020.
Call for papers for the forthcoming Fun for All: 5th International Conference on Game Translation... more Call for papers for the forthcoming Fun for All: 5th International Conference on Game Translation and Accessibility - Current Trends and Future Developments