{"id":13,"date":"2015-11-13T16:05:31","date_gmt":"2015-11-13T16:05:31","guid":{"rendered":"https:\/\/webs.uab.cat\/carmemangiron\/publications\/"},"modified":"2026-02-06T19:13:50","modified_gmt":"2026-02-06T19:13:50","slug":"publications","status":"publish","type":"page","link":"https:\/\/webs.uab.cat\/carmemangiron\/publications\/","title":{"rendered":"Publications"},"content":{"rendered":"\n<h2 class=\"wp-block-heading\"><strong>Books and edited journals<\/strong><\/h2>\n\n\n\n<p>Poveda-Balbuena, Miguel Luis; Marrahi-G\u00f3mez, V\u00edctor; Mangiron, Carme. (eds.). (2025). <em>Traducci\u00f3n y ling\u00fc\u00edstica de corpus.<\/em> Valencia: Tirant Humanidades.<\/p>\n\n\n\n<p>Granell, X.; Mangiron, C. &amp; Vidal, N. (2015). <em><a href=\"http:\/\/hdl.handle.net\/10234\/202485\">La traducci\u00f3n de videojuegos<\/a><\/em>. Sevilla: Bienza.<\/p>\n\n\n\n<p>Mangiron, C; Orero, P. &amp; O\u2019Hagan, M. (ed.) (2014). <em>Fun for All: Translation and Accessibility Practices in Video Games and Virtual Worlds<\/em>. Bern: Peter Lang.<\/p>\n\n\n\n<p>&nbsp;O\u2019Hagan, M. &amp; Mangiron, C. (2013). <em>Game Localization: Translating for the Global Digital Entertainment Industry.<\/em> Amsterdam and Philadelphia: John Benjamins. <a href=\"https:\/\/doi.org\/10.1075\/btl.106\">https:\/\/doi.org\/10.1075\/btl.106<\/a><\/p>\n\n\n\n<p>Mangiron, C. (ed.). (2007). <a href=\"https:\/\/web.archive.org\/web\/20130726224321\/http:\/www.fti.uab.es\/tradumatica\/revista\/num5\/editorial.htm\">La traducci\u00f3 de videojocs<\/a>. Editorial. <em>Revista Tradum\u00e0tica<\/em> (5). <\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Articles in indexed journals<\/strong><\/h2>\n\n\n\n<p>Larreina, M. E., &amp; Mangiron, C. (2025). Advancing Game Accessibility With Audio Description: User Perspectives and Recommendations. <em>Journal of Audiovisual Translation<\/em>, 8(2), 1\u201323. <a href=\"https:\/\/doi.org\/10.47476\/jat.v8i8.2025.355\">https:\/\/doi.org\/10.47476\/jat.v8i8.2025.355<\/a><\/p>\n\n\n\n<p>Oliva-Zamora, M. \u00c1., &amp; Mangiron, C. (2025). Broken immersion in media accessibility: How barriers disrupt the connection between players with dyslexia and video games.&nbsp;<em>Cadernos De Tradu\u00e7\u00e3o, 45<\/em> (Special Issue 2), 1-24.&nbsp;<a href=\"https:\/\/doi.org\/10.5007\/2175-7968.2025.e106678\">https:\/\/doi.org\/10.5007\/2175-7968.2025.e106678<\/a><\/p>\n\n\n\n<p>He, Siyu &amp; Mangiron, Carme. (2025). Fansubbers as cultural mediators: a case study of the use of screen notes in the Chinese fansubs of the Spanish series&nbsp;<em>El Ministerio del Tiempo<\/em>.&nbsp;<em>The Translator<\/em>, 1\u201320. <a href=\"https:\/\/doi.org\/10.1080\/13556509.2025.2510743\">https:\/\/doi.org\/10.1080\/13556509.2025.2510743<\/a><\/p>\n\n\n\n<p>Oliva-Zamora, M. \u00c1. &amp; Mangiron, C. (2025). How to create video games with cognitive accessibility features: a literature review of recommendations.&nbsp;<em>Universal Access in the Information Society<\/em>.&nbsp;<a href=\"https:\/\/doi.org\/10.1007\/s10209-025-01231-5\">https:\/\/doi.org\/10.1007\/s10209-025-01231-5<\/a><\/p>\n\n\n\n<p>Mangiron, Carme &amp; Zhang, Xiaochun. (2025). Translated from English or created in&nbsp;Spanish? The reception of audio description for video games: An experimental pilot study. <em>Translation Spaces<\/em>. <a href=\"https:\/\/doi.org\/10.1075\/ts.24037.man\">https:\/\/doi.org\/10.1075\/ts.24037.man<\/a><\/p>\n\n\n\n<p>Zhang, Xiaochun &amp; Mangiron, Carme. (2025). Audio description in video games: Translation or creation? <em>Babel. Revue internationale de la traduction \/ International Journal of Translation \/ Revista Internacional de Traducci\u00f3n<\/em>. <a href=\"https:\/\/doi.org\/10.1075\/babel.24170.zha\">https:\/\/doi.org\/10.1075\/babel.24170.zha<\/a><\/p>\n\n\n\n<p>Moreno Garc\u00eda, Luis Dami\u00e1n; Mangiron, Carme (2024). Exploring the potential of GPT-4 as an interactive transcreation assistant in game localisation: A case study on the translation of Pok\u00e9mon names. <em>Perspectives<\/em>. <a href=\"https:\/\/doi.org\/10.1080\/0907676X.2024.2378346\">https:\/\/doi.org\/10.1080\/0907676X.2024.2378346<\/a><\/p>\n\n\n\n<p>Mangiron, Carme. (2024). La perspectiva de g\u00e8nere en la traducci\u00f3 de videojocs. <em>Quaderns. Revista de traducci\u00f3<\/em>, 31, 149-162. <a href=\"https:\/\/doi.org\/10.5565\/rev\/quaderns.147\">https:\/\/doi.org\/10.5565\/rev\/quaderns.147<\/a><\/p>\n\n\n\n<p>Larreina-Morales, Mar\u00eda Eugenia; Mangiron, Carme. (2023).<a href=\"https:\/\/link-springer-com.are.uab.cat\/article\/10.1007\/s10209-023-01036-4\" target=\"_blank\" rel=\"noreferrer noopener\"> Audio description in video games? Persons with visual disabilities weigh in<\/a>. <em>Universal Access in the Information Society<\/em>, 1-12. Winner of the Best Academic Research category at the GACONF Awards 2023. <a href=\"https:\/\/doi-org.are.uab.cat\/10.1007\/s10209-023-01036-4\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/doi-org.are.uab.cat\/10.1007\/s10209-023-01036-4<\/a><\/p>\n\n\n\n<p>Mangiron, Carme. (2021).&nbsp;Training game localisers online: teaching methods, translation competence and curricular design. <em>The Interpreter and Translator Trainer,&nbsp;<\/em>DOI:&nbsp;<a href=\"https:\/\/doi.org\/10.1080\/1750399X.2021.1880306\">10.1080\/1750399X.2021.1880306<\/a><\/p>\n\n\n\n<p>Mangiron, Carme. (2021). Found in Translation: Evolving Approaches for the Localization of Japanese Video Games.&nbsp;<em>Arts<\/em>&nbsp;10, no. 1: 9.&nbsp;<a href=\"https:\/\/doi.org\/10.3390\/arts10010009\">https:\/\/doi.org\/10.3390\/arts10010009<\/a><\/p>\n\n\n\n<p>Mangiron, Carme. (2020). La pres\u00e8ncia del catal\u00e0 als videojocs.&nbsp;<em>Termin\u00e0lia,&nbsp; <\/em>21:<em>&nbsp;<\/em>21-22.&nbsp;<a href=\"https:\/\/issuu.com\/institut-destudis-catalans\/docs\/terminalia_21_issuu\">https:\/\/issuu.com\/institut-destudis-catalans\/docs\/terminalia_21_issuu<\/a><\/p>\n\n\n\n<p>Matamala, Anna; Orero, PIlar; Jankowska, Anna; Mangiron, Carme (2019) Learning audio description: training resources for future academics and professionals. Cultus 12, 106-128. <a href=\"https:\/\/www.cultusjournal.com\/files\/Archives\/Cultus_2019_12-_2.pdf\">https:\/\/www.cultusjournal.com\/files\/Archives\/Cultus_2019_12-_2.pdf<\/a><\/p>\n\n\n\n<p>Dong, L.; Mangiron, C. (2018). Journey to the East: Cultural adaptation of video games for the Chinese market. <em>JoSTRans, 29, <\/em>149-168. <a href=\"https:\/\/www.jostrans.org\/issue29\/art_dong.pdf\">https:\/\/www.jostrans.org\/issue29\/art_dong.pdf<\/a><\/p>\n\n\n\n<p>Mangiron, C. (2018). Game on! Burning issues in game localisation.<em>Journal of Audiovisual Translation, 1<\/em>(1), 122-138. <a href=\"https:\/\/www.jatjournal.org\/index.php\/jat\/article\/view\/48\">https:\/\/www.jatjournal.org\/index.php\/jat\/article\/view\/48<\/a><\/p>\n\n\n\n<p>Mangiron, C. (2017). Research in game localisation: An overview. <em>The Journal of Internationalization and Localization<\/em> 4:2, 74-99. DO 10.1075\/jial.00003.man <a href=\"https:\/\/ddd.uab.cat\/pub\/artpub\/2017\/274800\/jouintloc_a2017v4n2p74.pdf\">https:\/\/ddd.uab.cat\/pub\/artpub\/2017\/274800\/jouintloc_a2017v4n2p74.pdf<\/a><\/p>\n\n\n\n<p>Mangiron, C. (2016). Games Without Frontiers: The Cultural Dimension of Game Localization. <em>Hermeneus.<\/em> 18, 187-208. <a href=\"https:\/\/www5.uva.es\/hermeneus\/wp-content\/uploads\/arti06_18.pdf\">https:\/\/www5.uva.es\/hermeneus\/wp-content\/uploads\/arti06_18.pdf<\/a><\/p>\n\n\n\n<p>Mangiron, C. (2016). Reception of game subtitles: an empirical study<em>. <\/em>The Translator, 22 (1), 72-93, DOI 0.1080\/13556509.2015.1110000. <a href=\"https:\/\/ddd.uab.cat\/record\/274531\">https:\/\/ddd.uab.cat\/record\/274531<\/a><\/p>\n\n\n\n<p>Mangiron, C. (2016). L&#8217;\u00fas del catal\u00e0 en l&#8217;\u00e0mbit dels videojocs <em>Treballs de socioling\u00fcistica catalana<\/em>. <em>Treballs de socioling\u00fc\u00edstica catalana<\/em>, 26, 13-26. DOI 10.2436\/20.2504.01.106. <a href=\"https:\/\/www.raco.cat\/index.php\/TSC\/article\/view\/93009\">https:\/\/www.raco.cat\/index.php\/TSC\/article\/view\/93009<\/a><\/p>\n\n\n\n<p>Mangiron, C. (2013). Subtitling in Game Localisation: A Descriptive Study. <em>Perspectives: Studies in Translatology<\/em>, <em>21 <\/em>(1), 42-56. <a href=\"https:\/\/ddd.uab.cat\/pub\/artpub\/2013\/292333\/Subtitling_in_game_localisation_a_descri.pdf\">https:\/\/ddd.uab.cat\/pub\/artpub\/2013\/292333\/Subtitling_in_game_localisation_a_descri.pdf<\/a><\/p>\n\n\n\n<p>Mangiron, C. (2012). The Localisation of Japanese Video Games: Striking the Right Balance. <em>The Journal of Internationalisation and Localisation<\/em>, <em>II<\/em>, 1-21. <a href=\"https:\/\/www.jbe-platform.com\/content\/journals\/10.1075\/jial.2.01man\">https:\/\/www.jbe-platform.com\/content\/journals\/10.1075\/jial.2.01man<\/a><\/p>\n\n\n\n<p>Mangiron, C. (2011). Accesibilidad a los videojuegos: estado actual y perspectivas futuras. <em>TRANS: Revista de traductolog\u00eda<\/em>, <em>15<\/em>, 53 &#8211; 67. <a href=\"https:\/\/revistas.uma.es\/index.php\/trans\/article\/view\/3195\/2945\">https:\/\/revistas.uma.es\/index.php\/trans\/article\/view\/3195\/2945<\/a><\/p>\n\n\n\n<p>Mangiron, C. (2007). Video Games Localisation: Posing New Challenges to the Translator. <em>Perspectives: Studies in Translatology<\/em>, <em>14<\/em> (4), 306-323. <a href=\"https:\/\/ddd.uab.cat\/pub\/artpub\/2006\/189800\/Postprint_Mangiron_Perspectives_2007.pdf\">https:\/\/ddd.uab.cat\/pub\/artpub\/2006\/189800\/Postprint_Mangiron_Perspectives_2007.pdf<\/a><\/p>\n\n\n\n<p>Mangiron, C. &amp; O&#8217;Hagan, M. (2006). Video Games Localisation: Unleashing Imagination with Restricted Translation. <em>Jostrans: The Journal of Specialised Translation<\/em>, <em>06<\/em>, 10-21. <a href=\"https:\/\/jostrans.soap2.ch\/issue06\/art_ohagan.pdf\">https:\/\/jostrans.soap2.ch\/issue06\/art_ohagan.pdf<\/a><\/p>\n\n\n\n<p><strong>Book chapters<\/strong><\/p>\n\n\n\n<p>Larreina-Morales, Mar\u00eda Eugenia; Mangiron, Carme. (2024). Persons with Visual Disabilities Play Too:&nbsp;Gaming Habits and Preferences. In Miko\u0142aj Deckert &amp; Krzysztof W. Hejduk (eds.). <em>User\u2011Centric Studies in Game Translation and Accessibility<\/em>. New York: Routledge, pp. 148-166. DOI: 10.4324\/9781032628677-10.<\/p>\n\n\n\n<p>Larreina-Morales, Mar\u00eda Eugenia; Mangiron, Carme. (2022). Game accessibility: advocating for inclusive fun. In&nbsp;Mar\u00eda del Mar S\u00e1nchez-Ramos (ed.). <em>Investigaciones recientes en traducci\u00f3n y accesibilidad digital<\/em>. Berl\u00edn: Peter Lang, pp. 181-204.<\/p>\n\n\n\n<p>Mangiron, C.&nbsp;(2022).&nbsp;Paving the way towards gender inclusion in video games. In&nbsp;Camps-Casals, N\u00faria;&nbsp;Canals Botines, Mireia and Medina Casanovas, N\u00faria (ed.).&nbsp;<em>Story Telling Revisited 2021: Gender and Health. <\/em>Vic:&nbsp;Servei de Publicacions de la Universitat de Vic, pp. 96-105.<\/p>\n\n\n\n<p>Mangiron, C.; Zhang, X. (2022). Video games and audiodescription. In Taylor, C. &amp; E. Perego.&nbsp;<em>The Routledge Handbook of Audio Description<\/em>. London: Routledge, pp. 377-390.<\/p>\n\n\n\n<p>Mangiron, C. (2022)&nbsp;Audiovisual translation and multimedia and game localisation. In Zanettin, F. &amp; C. Rundle (ed.)&nbsp;<em>The Routledge Handbook of Translation and Methodology.<\/em>&nbsp;London: Routledge, pp. 410\u2013424. https:\/\/doi.org\/10.4324\/9781315158945<\/p>\n\n\n\n<p>Agull\u00f3, Bel\u00e9n; Mangiron, Carme. (2021). Panor\u00e1mica de la localizaci\u00f3n y la accesibilidad de videojuegos. In&nbsp;Bel\u00e9n Agull\u00f3 and Carla Botella (ed.). Mujeres en la traducci\u00f3n audiovisual: Perspectivas desde el mundo acad\u00e9mico y profesional. Madrid: Sind\u00e9resis, 133-156.<\/p>\n\n\n\n<p>Mangiron, Carme. (2021) Game accessibility: Taking inclusion to the next level. In Margherite&nbsp;Antona and Constantine&nbsp;Stephanidis (Eds.):&nbsp;<em>Universal Accessin Human-Computer Interaction: Design Methods and User Experience,&nbsp;<\/em>Cham: Springer, p. 269-279&nbsp;<a href=\"https:\/\/doi.org\/10.1007\/978-3-030-78092-0_17\">https:\/\/doi.org\/10.1007\/978-3-030-78092-0_17<\/a><\/p>\n\n\n\n<p>Mangiron, C. (2021). Panorama actual de la accesibilidad a los videojuegos. In Beatriz Reverter Oliver,&nbsp;Juan Jos\u00e9 Mart\u00ednez Sierra, Diana Gonz\u00e1lez Pastor y&nbsp;Jos\u00e9 Fernado Carrero (ed.).&nbsp;<em>Modalidades de traducci\u00f3n audiovisual: Completando el espectro <\/em>(pp. 85-94). Granada: Comares.<\/p>\n\n\n\n<p>Mangiron, C. (2018). Game on! The Quest for Accessible Video Games. In Azahara Veroz and Mazal Okn\u00edn (ed.).<em>E-Expert Seminar Series: Translation and Language Teaching. AVT: Current Perspectives and Applications.<\/em> UCO Press. https:\/\/www.uco.es\/ucopress\/index.php\/es\/2018-07-26-11-32-47\/materias-3\/product\/743-ebook-e-expert-serminar-series-translation-and-languaje-teaching-avt-current-perspectives-and-applications<\/p>\n\n\n\n<p>Mangiron, C. (2018). Reception studies in game localisation: Taking stock. A Elena Di Giovanni and Yves Gambier. <em>Reception Studies in Audiovisual Translation (<\/em>pp. 277\u2013296). Amsterdam and Philadelphia: John Benjamins.<\/p>\n\n\n\n<p>Mangiron, C. (2016). L&#8217;amplificaci\u00f3 d&#8217;informaci\u00f3 mitjan\u00e7ant l&#8217;\u00fas de notes a les traduccions de la novel\u00b7la <em>Botxan<\/em> de Natsume Soseki. A L. Molina &amp; L. Santamaria. <em>Traducci\u00f3n, Interpretaci\u00f3n y Estudios Interculturales<\/em> (pp. 127-140). Granada: Comares.<\/p>\n\n\n\n<p>Mangiron, C. &amp; Zhang, X. (2016). Game Accessibility for the blind: Current overview and the potential application of audio description as the way forward. A , A. Matamala &amp; P. Orero (ed.). <em>Researching audio description: New approaches <\/em>(pp.75-95). London: Palgrave Macmillan.<\/p>\n\n\n\n<p>Maszerowska, A. &amp; Mangiron, C. (2014). Strategies for dealing with cultural references in audio description. Dins A. Maszerowska, A. Matamala &amp; P. Orero. <em>Audio description: New perspectives illustrated <\/em>(pp. 159-177). Amsterdam &amp; Philadelphia: John Benjamins.<\/p>\n\n\n\n<p>Mangiron, C. (2013). The five lives of Botchan: a comparison of the English translations of Natsume Soseki&#8217;s classic. Dins S. Bay\u00f3 Belenguer, E. N\u00ed Chuillean\u00e1in &amp; Cormac O&#8217;Cuillean\u00e1in (ed.).<em>Translation: Right or Wrong?<\/em> (pp. 62 &#8211; 77). Dublin: Four Courts.<\/p>\n\n\n\n<p>Mangiron, C. (2012). Exploring new paths towards game accessibility. Dins A. Remael, P. Orero &amp; M. Carroll (ed.). <em>Audiovisual Translation and Media Accessibility at the Crossroads. Media for All 3<\/em> (pp. 43-59). Amsterdam &amp; New York: Rodopi.<\/p>\n\n\n\n<p>Mangiron, C. &amp; Orero, P. (2012). \u00bfVideojuegos para todos? Panorama actual de la accesibilidad en videojuegos. Dins L. P\u00e9rez-Castilla (ed.). <em>Buenas pr\u00e1cticas de accesibilidad en videojuegos<\/em> (pp. 23-28). Madrid: Ministerio de Sanidad.<\/p>\n\n\n\n<p>Mangiron, C. (2012). Directorio de enlaces \u00fatiles relacionados con la accesibilidad en videojuegos. Dins L. P\u00e9rez-Castilla (ed.). <em>Buenas pr\u00e1cticas de accesibilidad en videojuegos<\/em> (pp. 231-237). Madrid: Ministerio de Sanidad, Servicios Sociales e Igualdad, 2012.<\/p>\n\n\n\n<p>Mangiron, C. (2012). Pautas para mejorar el subtitulado en videojuegos. Dins L. P\u00e9rez-Castilla (ed.). <em>Buenas pr\u00e1cticas de accesibilidad en videojuegos<\/em> (pp. 108-113). Madrid: Ministerio de Sanidad, Servicios Sociales e Igualdad, 2012.<\/p>\n\n\n\n<p>Mangiron, C. (2012). La localizaci\u00f3n de videojuegos: El arte de traducir para entretener. Dins J. J. Mart\u00ednez (ed.). <em>Reflexiones sobre la traducci\u00f3n audiovisual: Tres espectros, tres momentos<\/em> (pp. 145 &#8211; 160). Val\u00e8ncia: Universitat de Val\u00e8ncia.<\/p>\n\n\n\n<p>Mangiron, C. (2011). La localizaci\u00f3n de videojuegos japoneses: Traducir para divertir. Dins F. Cid Lucas (ed.). <em>Jap\u00f3n y la Pen\u00ednsula Ib\u00e9rica <\/em>(pp. 311-330). Oviedo: Satori.<\/p>\n\n\n\n<p>Mangiron, C. (2010). The Importance of <em>not<\/em> Being Earnest: Translating Humour in Video Games. Dins D. Chiaro, Delia (ed.) <em>Translation, Humour and the Media<\/em> (pp. 89-107). London: Continuum.<\/p>\n\n\n\n<p>Mangiron, C. (1998). El tratamiento de las referencias culturales en las traducciones inglesas de la novela <em>Botchan<\/em> de Natsume Soseki. Dins de Asociaci\u00f3n de Estudios Japoneses en Espa\u00f1a (ed.). <em>Jap\u00f3n: Hacia el siglo XXI <\/em>(pp. 243-254). Madrid: AEJE.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Reviews and articles in non-indexed journals<\/strong> and professional newsletters<\/h2>\n\n\n\n<p>Kosceln\u00edkov\u00e1, M\u00e1ria and Mangiron, Carme. 2024. Introduction. In: L10N Journal. 1(3), p. 4. <a href=\"https:\/\/l10njournal.net\/index.php\/home\/article\/view\/33\/34\">https:\/\/l10njournal.net\/index.php\/home\/article\/view\/33\/34<\/a><\/p>\n\n\n\n<p>Agull\u00f3 Garc\u00eda, B. ; Mangiron, C. (2025). Making Games Accessible: An immersive player experience for all. <em>Multilingual<\/em>, 244, October 2025, p. 23-31.<\/p>\n\n\n\n<p>Mangiron, C. (2025). The rising role of machine translation, artificial intelligence, and accessibility in game localisation. <em>European Society for Translation Newsletter<\/em>, May 2025, No. 66, p. 8. <a href=\"https:\/\/issuu.com\/est.newsletter\/docs\/66_estnl_may_2025_3079-7535\">https:\/\/issuu.com\/est.newsletter\/docs\/66_estnl_may_2025_3079-7535<\/a><\/p>\n\n\n\n<p>Mangiron, C. (2022). Review of Accessibilitat i traducci\u00f3 audiovisual, by Anna Matamala. <em>Quaderns<\/em>. Revista de traducci\u00f3 29, 216-217.&nbsp;<\/p>\n\n\n\n<p>Mangiron, C. (2020). Localizing Video Games: The Ins and Outs.&nbsp;Deep Focus, 9.&nbsp;Winter Issue. ATA Audivisual Division AVD.&nbsp;https:\/\/www.ata-divisions.org\/AVD\/wp-content\/uploads\/2021\/01\/Deep-Focus-Issue-9.pdf<\/p>\n\n\n\n<p>Mangiron, C. (2012). Manga, anime y videojuegos japoneses: an\u00e1lisis de los principales factores de su \u00e9xito global. <em>Puertas a la lectura<\/em>, <em>24<\/em>, 28-43.<\/p>\n\n\n\n<p>Mangiron, C. (2012). Review of Media for All 2. New Insights into Audiovisual Translation and Media Accessibility. <em>Quaderns: Revista de Traducci\u00f3<\/em>, 19, 416-419.<\/p>\n\n\n\n<p>Mangiron, C. (2004). Localizing Final Fantasy: Bringing Fantasy to Reality. <em>Localisation Industry Standards Association (LISA) Newsletter<\/em>: <em>Global Insider<\/em>, <em>XII<\/em>, 1-4.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Conference proceedings<\/strong><\/h2>\n\n\n\n<p>Mangiron, Carme; Matamala, Anna (2023)&nbsp;<a href=\"https:\/\/raco.cat\/index.php\/RevistaCIDUI\/article\/view\/417034\">ATHENA: l\u2019accessibilitat i el disseny universal als curr\u00edculums universitaris<\/a>.&nbsp;<em>Revista del Congr\u00e9s Internacional de Doc\u00e8ncia Universit\u00e0ria i Innovaci\u00f3 (CIDUI)<\/em>, 6, https:\/\/raco.cat\/index.php\/RevistaCIDUI\/article\/view\/417034.<\/p>\n\n\n\n<p>Matamala, A.; Mangiron, C.; Orero, P. (2018) &#8220;Nous espais d\u2019aprenentatge per a noves necessitats de formaci\u00f3: els projectes europeus ACT i ADLAB PRO com a exemples d\u2019innovaci\u00f3 docent&#8221;. X Congr\u00e9s Doc\u00e8ncia Universit\u00e0ria i Innovaci\u00f3 (CIDUI). Girona, 4-6\/07\/2018.&nbsp;<em> Revista del Congr\u00e9s de Doc\u00e8ncia Universit\u00e0ria i Innovaci\u00f3<\/em>, 4, 1-9. https:\/\/www.raco.cat\/index.php\/RevistaCIDUI\/article\/view\/348572\/439808<\/p>\n\n\n\n<p>Orero, Pilar; Serrano, Javier; Olga, Soler; Matamala, Anna; Castell\u00e0, Judit; Soto, Mar\u00eda Teresa; Vilar\u00f3, Anna; Mangiron, Carme (2014) \u201cAccessibility to Digital Society: Interaction for All\u201d.&nbsp;<em>ThinkMind. ICDS 2014, the Eight International Conference on Digital Society,&nbsp;<\/em>188-191.&nbsp;ISSN: 2308-3956. Extended impact factor: 13.5 (2011).<\/p>\n\n\n\n<p>Orero, P.; Mangiron, C.; Matamala, A.; Casas-Tost, H.; Rovira-Esteva, S. &amp; Vilar\u00f3, A. (2014). Creaci\u00f3n y gesti\u00f3n del conocimiento sobre accesibilidad universal en los medios de comunicaci\u00f3n. Dins J. Gairin &amp; A. Barrera (ed.). <em>Organizaciones que aprenden y generan conocimiento <\/em>(pp. 1-16). Annex CD. Madrid: Wolters Kluwer.<\/p>\n\n\n\n<p>Mangiron, C.; Mu\u00f1oz, P. &amp; Orero, P. (2014). La trayectoria de TransMedia Catalonia en el \u00e1mbito de los videojuegos: formaci\u00f3n, investigaci\u00f3n y transferencia. Dins D. Camacho, M. A. G\u00f3mez &amp; P. A. Gonz\u00e1lez (ed). <em>CEUR WS Proceedings Congreso de la Sociedad Espa\u00f1ola para las Ciencias del Videojuego<\/em> (CoSECivi 2014). Recuperat 12 mar\u00e7 2015 a https:\/\/ceur-ws.org\/Vol-1196\/.<\/p>\n\n\n\n<p>O&#8217;Hagan, M. &amp; Mangiron, C. (2004). Games <em>Localization: When Arigato Gets Lost in Translation<\/em>. Dins<em> New Zealand Game Developers Conference Proceedings<\/em> (pp. 57-62). Otago: University of Otago.<\/p>\n\n\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Books and edited journals Poveda-Balbuena, Miguel Luis; Marrahi-G\u00f3mez, V\u00edctor; Mangiron, Carme. (eds.). (2025). Traducci\u00f3n y ling\u00fc\u00edstica de corpus. Valencia: Tirant Humanidades. Granell, X.; Mangiron, C. &amp; Vidal, N. (2015). La traducci\u00f3n de videojuegos. Sevilla: Bienza. Mangiron, C; Orero, P. &amp; O\u2019Hagan, M. (ed.) (2014). Fun for All: Translation and Accessibility Practices in Video Games and [&hellip;]<\/p>\n","protected":false},"author":20,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-13","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/webs.uab.cat\/carmemangiron\/wp-json\/wp\/v2\/pages\/13","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/webs.uab.cat\/carmemangiron\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/webs.uab.cat\/carmemangiron\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/webs.uab.cat\/carmemangiron\/wp-json\/wp\/v2\/users\/20"}],"replies":[{"embeddable":true,"href":"https:\/\/webs.uab.cat\/carmemangiron\/wp-json\/wp\/v2\/comments?post=13"}],"version-history":[{"count":50,"href":"https:\/\/webs.uab.cat\/carmemangiron\/wp-json\/wp\/v2\/pages\/13\/revisions"}],"predecessor-version":[{"id":280,"href":"https:\/\/webs.uab.cat\/carmemangiron\/wp-json\/wp\/v2\/pages\/13\/revisions\/280"}],"wp:attachment":[{"href":"https:\/\/webs.uab.cat\/carmemangiron\/wp-json\/wp\/v2\/media?parent=13"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}