Fun for All: V International Conference on Video Game Translation
and Accessibility – Provisional Programme (updated 19052018)
Venue: Residència d’Investigadors (Barcelona)
Day 1: Thursday 7th June 2018
08.30-09.00 Registration
9.00-9.15 Opening Proceedings
9.15-10.15 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, Miguel Tolosa, Universitat d’Alacant: Evaluation of the level of knowledge in the field of translation and interpreting by means of video games: An ongoing project
- Rafael Müller Galhardi, Translator: A Translation gaming app
11.45-12.15 Coffee break
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: Audiodescribing videogames: A case study
- Ivan Borshchevsky, Alexey Kozulyaev, Rufilms LLC: Making Video Games Accessible to the Visually Impaired Users in Russia: Trends and Challenges
13.45-14.45 LUNCH
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
16.30-17.00 Coffee break
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 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
20.00 Conference dinner
C/Doctor Dou, 10
Day 2: Friday 8th June 2018
9.00-10.00 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
11.30-12.00 Coffee break
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
13.30-14.30 LUNCH
14.30- 16.30 PANEL 3: Game localisation: Case Studies – Chair: Tomás Costal
- 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
16.30 – 17.00 Coffee Break
17.00-18.30 PANEL 4: Fan Translation – Chair: Miquel Pujol-Tubau
- 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