5Th INTERNATIONAL CONFERENCE on VIDEO GAME TRANSLATION
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FUN FOR ALL 2 2 2 2 2 2 2 2 2 2 C2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 5th INTERNATIONAL CONFERENCE 2 ON VIDEO GAME TRANSLATION 2 AND ACCESSIBILITY 2 2 2 Residència d'Investigadors de Barcelona 2 2 2 2 2 2 7th and 8th June, 2018 2 2 2 2 2 2 2 2 2 2 2 . C . 2 2 2 TABLE OF CONTENTS TABLE OF CONTENTS .................................................................................................. 2 CONFERENCE ORGANISERS ...................................................................................... 3 FOREWORD .................................................................................................................. 4 CONFERENCE PROGRAMME – Day 1 ......................................................................... 5 CONFERENCE PROGRAMME – Day 2 ......................................................................... 6 VENUES ......................................................................................................................... 8 KEYNOTE SPEAKER – Day 1 ........................................................................................ 9 Jérôme Dupire ........................................................................................................ 9 KEYNOTE SPEAKER – Day 2 ...................................................................................... 10 Miguel Ángel Bernal-Merino ................................................................................. 10 SPEAKERS .................................................................................................................. 11 LIST OF SPEAKERS .................................................................................................... 37 2 CONFERENCE ORGANISERS § TransMedia Catalonia Research Group Sponsors: § Bridge Multimedia § Sub-ti Subtitles 3 FOREWORD The video game industry has become a worldwide phenomenon, generating millions in revenue every year. Video games are increasingly becoming more elaborate and sophisticated, with advanced graphics and intricate story lines, and developers and publishers need to reach the widest possible audience in order to maximise their return on investment. Translating games into other languages and designing games that can be played for a wide spectrum of players, regardless of their (dis)ability, are two obvious ways to contribute to increasing the audience for the game industry. In addition, games are increasingly being used for “serious” purposes beyond entertainment, such as education, and such games should also be designed inclusively, to facilitate access to them by all types of players. Research on game translation, localization and accessibility has been gaining momentum in recent years. In particular, the number of studies analysing game translation and localisation from different perspectives has increased dramatically, while game accessibility remains a relatively unexplored topic. The Fun for All: 5th International Conference on Game Translation and Accessibility - Current Trends and Future Developments aims to bring together professionals, scholars, practitioners and other interested parties to explore game localisation and accessibility in theory and practice, to discuss the linguistic and cultural dimensions of game localisation, to investigate the relevance and application of translation theory for this very specific and rapidly expanding translational genre, and to analyse the challenges game accessibility poses to the industry and how to overcome them. The successful previous editions of the Fun for All: International Conference on Translation and Accessibility in Video Games, held at the Universitat Autònoma de Barcelona in 2010, 2012, 2014, and 2016 have become a meeting point for academy and professionals working in the game industry and the game localisation industry, as well as students and translators interested in this field. The fifth edition of the Fun for All Conference aims to continue fostering the interdisciplinary debate in these fields, to consolidate them as academic areas of research and to contribute to the development of best practices. THE ORGANISING COMMITTEE TransMedia Catalonia Research Group Universitat Autònoma de Barcelona [email protected] June, 2018 4 CONFERENCE PROGRAMME – Day 1 THURSDAY, 7th JUNE 2018 08:30 - 09:00 Registration 09:00 – 09:15 Opening proceedings by Carme Mangiron, TransMedia Catalonia Research Group 09:15 – 10:15 KEYNOTE LECTURE Jérôme Dupire, CEDRIC/CNAM: Video game accessibility in 2018: what we did, what we do and what could be done 10:15 – 11:45 PANEL 1: Serious Games and Applications / Chair: Xiaochun Zhang — Minako O'Hagan, University of Auckland: Captions on Holodeck: Exploring the use of Augmented Reality to project lecture captions to improve learner experience at university — José Ramón Calvo-Ferrer, José Ramón Belda, Universitat d'Alacant: Assessing language proficiency in translator and interpreter training with video games: An ongoing project — Rafael Müller Galhardi, Translator: A Translation gaming app Coffee Break (11:45 - 12:15) 12:15 – 13:45 PANEL 2: Game Accessibility / Chair: José Ramón Calvo — Tomás Costal, Pilar Rodríguez-Arancón, UNED: Panorama of video game dubbing and accessibility in Spain — Carlos Escalona, Cristian Marín, Universidad de Cádiz: Audio describing videogames: A case study — Ivan Borshchevsky, Alexey Kozulyaev, Rufilms LLC: Making Video Games Accessible to the Visually Impaired Users in Russia: Trends and Challenges Lunch (13:45 - 14:45) 14:45 – 16:30 PANEL 3: Game Accessibility and Game Localisation: Research and terminological issues / Chair: Minako O'Hagan — Tomás Costal, Pilar Rodríguez-Arancón, UNED: From Intractable to Hyperaccessible: The Current State of Video Game Subtitling — Laura Mejías, Universitat Jaume I: The Interactive Nature of Video Games: Implications for Research — Ximo Granell, Universitat Jaume I: Early Research in Video Game Localisation: mapping dissertations at university — Miguel Ferreiro, Universidad de Salamanca: Game Localisation and Terminology: Brief research about the use of terminology in video games Coffee Break (16:30 - 17:00) 17:00 – 19:00 PANEL 4: Game Localisation: Localisation of Japanese Games and localisation for Specific Territories / Chair: Carme Mangiron — Tomás Grau de Pablos, Universitat Autònoma de Barcelona: The Quest for Authenticity: Determining the Nature of Japaneseness in Formal and Informal Localization — Dominik Kudła, University of Warsaw: Video Game Localisation in Poland – A Diachronic 5 Look — Luo Dong, Universitat Autònoma de Barcelona: Game Localisation for the Chinese Market — Phatchawalan Na-Nakhon, Mahidol University, Thailand: “Class Zero, Commencing Maneuvers”: Localization of Final Fantasy Type-0 HD from English into Thai Conference social dinner (Thursday, 7th June 2018 – 8:00 pm) MAMA CAFÉ RESTAURANT Carrer Doctor Dou, 10 http://www.mamacaferestaurant.com/ Nearest underground stations: L3 Catalunya / L3 Liceu (Green Line) L1 Catalunya / L1 Universitat (Red Line) CONFERENCE PROGRAMME – Day 2 FRIDAY, 8th JUNE 2018 09:00 – 10:00 KEYNOTE LECTURE Miguel Ángel Bernal-Merino, University of Roehampton: Playability and multimodality in game localisation 10:00 – 11:30 PANEL 1: Game localisation: Industry Perspectives and Models / Chair: Tomás Grau Leticia Sáenz, Manuela Ceccoli, Keywords Studios: How to Level Up your Loc — — Felipe Mercader, Freelance Game Translator: Economics and Investment in Game Localization: Impact of Localization on Sales, Mutation of EFIGS due to New-Emerging Markets, and the Spanish Situation — Francesca Pezzoli, Ricardo Lausdei, Università degli Studi di Bologna: An Innovative Game Localization Model: Multileveled Virtual Teams Coffee break (11:30 - 12:00) 12:00 – 13:30 PANEL 2: Game localisation: Processes, Technology and Risk Management / Chair: Pablo Muñoz Marcus Toftedahl, University of Skövde: Localization in Indie Game Production — Jordi Arnal, Kaneda Games: The Localization Technology behind Kaneda Games — — Xiaochun Zhang, University of Bristol: Risk Management in Game Localisation Lunch (13:30 - 14:30) 14:30 – 16:30 PANEL 3: Game localisation: Case Studies / Chair: Miquel Pujol — Natalia Jaén, Universitat Autònoma de Barcelona: The Importance of Terms of Address and Gender Language in Character Development in JRPG — Francisco González, Universitat Autònoma de Barcelona: Creative language and its impacts on video game localisation: a case study on Pokémon Sun and Moon — Miquel Pujol-Tubau, Universitat de Vic: Third languages (L3) in transmedia video games and their translation. A case study of "The Witcher 3" — Silvia Pettini, Università degli Studi Roma Tre: Translating the “Virtual Self” in Game Localization: The case of The Sims 4 6 Coffee break (16:30 - 17:00) 17:00 – 18:30 PANEL 4: Fan Translation / Chair: Miquel Pujol — Xiaoxiao Qu, Communication University of China: It Takes a Community: A Case Study of Darkest Dungeon the Indie Game’s Localization in Mainland China — Selahattin Karagöz, Ege Üniversitesi: Fan Localisation Practices in Turkey: A Comparative Case Study — Omid Saheb Vossoughi, Project Manager International Translation Company: The Elder Scrolls Online – How fan translation can become a model of localization for videogame companies by using the crowdsourcing method 18:30 Closing remarks 7 VENUES Residència d'Investigadors de Barcelona C/ Hospital, 64 08001 Barcelona Telephone: 0034 93 443 86 10 Fax: 0034 93 442 82 02 https://www.google.com/maps?q=+C/Hospital,+64+-+08001+-+Barcelona MAMA CAFÉ RESTAURANT Carrer Doctor Dou, 10 http://www.mamacaferestaurant.com/