Fun for All: IV International Conference on
Video Game Translation an Accessibility
Venue: Residència d’Investigadors (Barcelona)
Day 1: Thursday 9th June 2016
08.30-09.00 Registration
9.00-9.15 Opening Proceedings by Carme Mangiron, TransMedia Catalonia
9.15-10.15 Keynote Lecture
Mathias Nordvall, Linköping University: Transmodality, Perception and Culture in Play
10.15-11.45 PANEL 1: Game Studies, Gamification and Serious Games
- Tomás Costal, UNED: Video games as the threshold between reality and the virtual world
- Mata Haggis, NHTV University: Writing with no agenda: serious topics in an entertainment game, a creator’s view
- Carlos la Orden Tovar, UNIR: Gamification: Making Business and Education Accessible and Engaging
11.45-12.15 Coffee break
12.15- 13.45 PANEL 2: Game Accessibility & Game Localisation: Theory and Research
- Tomás Costal & Lourdes Lorenzo (UNED & Universidad de Vigo): Why is that creature grunting? The use of SDH subtitles in video games from an accessibility and didactic perspective.
- Minako O’Hagan (Dublin City University): Game localisation as “user-centered translation”.
- Carme Mangiron (Universitat Autònoma de Barcelona): Research on game localisation: Taking Stock
13.45-15.00 LUNCH
15.00-16.30 PANEL 3: Game Localisation: An industry perspective
- Cristina Pérez, Keywords: From within Keywords Studios: How to survive as an in-house linguist in one of the largest video game localization companies
- Belén Agulló, Kite Team: Lost in game localization: Importance of an agile model to face localisation challenges nowadays
- Ana Ramírez, Game Translator: Challenges of out-of-game localisation
16.30-17.00 Coffee break
17.00-18.30: PANEL 4: Fan translation, and crowdsourcing
- Xiaochun Zhang, University of Vienna: Translating Fun for Fun: Fan Localisation of Digital Games in China
- Nadia García, Freelance audiovisual translator: Localization of indie games and the phenomenon of fan translations
- Rosana Carmona, Translator: Video game localisation via crowdsourcing. A crowdsourced localisation model based on Wasteland 2 case study.
20.00 Dinner
C/Doctor Dou, 10
Day 2: Friday 10th June 2016
9.00-10.00 Keynote Lecture
Seb Ohsan Berthelsen, Square Enix Europe Operations Director: Why do we localise games?
10.00-11.30 PANEL 1: Dubbing in games, transcreation & intersemiotic translation
- Miquel Pujol, Universitat de Vic: One license to rule them all. On the dubbing of transmedia video games.
- Pablo Muñoz, Universitat Autònoma de Barcelona & freelance translator: Humour, Creativity and Transcreation in Video Game Localization
- Adri Brits, University of the Free State in South Africa: Constructing a foreign atmosphere in Far Cry 2 through intersemiotic translation.
11.30-12.00 Coffee Break
12.00- 13.30 PANEL 2: Retranslation, game localisation technology and mobile game localisation
- Jesús Onieva, Goodgame Studios: Re-translation in Spanish: Case Study of Pokémon
- Jordi Arnal, Kaneda Games: Kaneda Games localisation technology
- Dorota Pawlak, DP Translation Services: Is quality always better than quantity: localization of mobile casual games
13.30-15.00 LUNCH
15.00- 16.30 PANEL 3: Localising gender and foreign accents
- Sandra Nogués, Universitat Autònoma de Barcelona: Japanese formality and gendered language adaptation in videogames
- Silvia Pettini, Università degli Studi Roma Tre: Aye aye, [{M}sir] or [{F}ma’am]? On the translation of gender in Mass Effect 3
- Arturo Vázquez, Universitat de València: A case study of characterization through the use of foreign accents: Broque Monsieur in Mario & Luigi: Bowser’s Inside Story
16.30 – 17.00 Coffee Break
17.30-18.30 PANEL 4: Language and terminology in MMORPGs
- Alexey Kozulyaey, RuFilms LLC: International multiuser videogame (MMORG) on-line chats as “hot zones” of global semantic creativity and language changes
- Samuel Strong, University College London: Gamer Agency – From Sandbox Gameplay to Gamer-Generated Language.
- Marina Migueláñez, Translator: Terminology in MMORPGs: gamer language and localization
18.30 – 19.00 Closing remarks