PROGRAMME

The programme may be subject to changes.

 Day 1: Thursday 30th January 2025

8.45-9.15   Registration – Welcome desk at the hall

9.15-9.30   Opening Proceedings by Olga Torres, Dean of the Faculty of        Translation and Interpreting – Room 4

9.30-10.30 Keynote Lecture – Room 4

Xiaochun Zhang, University College London. Advancing Game Accessibility for Visually Impaired Players through Audio Description

10.30-11.30        PANEL 1: Game accessibility I, Room 4

  • Jared Téllez Quirós, Universitat Autònoma de Barcelona. Accessibility Options in PC Point-and-Click Games
  • Yunke Deng, University College London. Understanding the Accessible Game Experience of Chinese Visually Impaired Gamers in “Dou Dizhu for All”
  • María Eugenia Larreina-Morales & Carme Mangiron, Universitat Autònoma de Barcelona. Present and Future of Game Accessibility: Interviewing Players with Visual Disabilities

11.30-12.00 Coffee break – Japanese Garden

12.00-13.20        PANEL 2: Game accessibility II, Room 4

  • Miguel Ángel Oliva-Zamora, Universitat Autònoma de Barcelona. Coding Recommendations for Cognitive Accessibility in Video Games
  • Pedro Fernandes & Cátia Casimiro, Lusófona University, HEI-Lab. Building an accessible game around Augmentative and Alternative Communication to promote the inclusion of neurodivergent individuals
  • Marco Pirrone, eCampus University, Italy. Localization, accessibility and inclusivity in racing games: the case of Mario Kart 8.
  • Will Noonan, Université de Bourgogne. From parody to accessibility? The case of Joe Richardson’s The Procession to Calvary

13.20-14.30           LUNCH BREAK

14.30-15.30        PANEL 3:  Game accessibility and game localisation training, Room 4

  • Estel·la Oncins, Universitat Autònoma de Barcelona. InclusiVRity: Accessible VR social storytelling in learning environments
  • Hakim Boussejra, Université de Bourgogne. Video Game Accessibility in the Elementary School Classroom.
  • Dominik Kudła, University of Warsaw. Training Video Game Localizers in Poland – An Overview and Look Forward

15.30-16.30  PANEL 4: Game Localisation: Reception Studies, Room 4

  • Krzysztof W. Hejduk & Mikołaj Deckert, University of Lodz. “Those are rarely translated, I don’t recall much” – a reception study on diegetic text translation.
  • Jemma Louise Stafford, University of Leeds. Do words matter? The influence of translated text in Chinese videogames on player reception
  • Haiting Lang, Macquarie University. Subtitle Processing in Video Games: A Case Study in a Desert Herding Game.

16.30-17.00 Coffee break- Japanese Garden

17.00-18.00 PANEL 5: Game localisation – Case studies, Room 4

  • Melik Ahmet Erol, Istanbul University. Reinterpreting mythological stories through game localization: a case study of the game: God of War (2018)
  • Alice Ray, Université d’Orléans. Localising Pop Culture References: The Case of Starcraft II.
  • Paolo D’Indinosante, Sapienza University of Rome & University of Silesia in Katowice. ‘By Toutatis, I didn’t know they said that in Hibernia!’: The Representation and Localisation of Otherness in Asterix Video Games.

18.00-18.30 Book presentation: User-Centric Studies in Game Translation and Accessibility by Krzysztof W. Hejduk & Mikołaj Deckert. Room 4

20:00 Conference dinner in Les quinze nits (Barcelona).

 

Day 2: Friday, 31st January 2025

9.30–10.30          PANEL 1: Game Localisation – AI and Machine Translation, Room 4

  • Mariazell Eugènia Bosch Fábregas, University of Lleida. Going bananas! AI Spanish translation proposal for Donkey Kong Country’s level map names: a comparison between the SNES and GBA version of the game
  • Pierre-Yves Houlmont, Haute École Albert Jacquard, & Damien Hansen, Université libre de Bruxelles – Liège Game Lab. A Snapshot into the Limits and Risks of Video Game Machine Translation
  • Judith Brenner, University of Eastern Finland – Cologne University of Applied Sciences. Effects of machine translation post-editing in video games on the translator, the translation process and the translation

10.30- 11.30       PANEL 2: Game Localisation – LLMs and Crowdsourcing, Room 4

  • Marián Kabát, Comenius University, Bratislava, & Mária Koscelníková, Constantine the Philosopher University, Nitra. Use cases of LLM usage during video game localization
  • Loïc de Faria Pires, Université de Mons. NMT and LLM Post-Editing Process in Videogame Localization: How Can Students’ Productions Help Us Become Better Localisation Lecturers?
  • María Isabel Rivas Ginel, Dublin City University, Pierre Voué, Textgain, Pierre-Yves Houlmont, Haute École Albert Jacquard, Damien Hansen, Université libre de Bruxelles & Université de Liège. A Game for the Crowds: Neutral Mode on!

11.30-12.00        Coffee break

12.30-13.10        PANEL 3: Dubbing and Subtitling in Video Games, Room 4

  • Laura Mejías-Climent, Universitat Jaume I. Experimenting with Voices: How Technology is Redefining Dubbing in Video Game Localization
  • Mikołaj Deckert & Krzysztof W. Hejduk, University of Lodz. Translation, no translation, or worse? – a user-centric perspective on video game subtitling

13.10-14.30        LUNCH BREAK

14.30-15:10        PANEL 4: Gender Issues in Game Localisation, Room 4

  • Çağla Gurbet Erol & Arsun Uras, Istanbul University. The role of feminism in video game localization: “Hellblade: Senua’s Sacrifice
  • Silvia Pettini, Roma Tre University. “I didn’t decide anything. I’ve been like this my whole life”: Keeping the Trans in Game Translation

15.10-15.50        PANEL 5: Game Localisation – Immersion and Multimodality, Room 4

  • Jiaqi Liu, University of Manchester. The non-intrusive approach to game localisation: Facilitating passive immersion
  • Guo Yu, University of Nottingham. The Square Model as an Analytical Tool – Videogame Localisation from a Multimodal and Interdisciplinary Perspective

15.50-16.20        Coffee break – Japanese Garden

16.20–17.00 PANEL 5: Game Localisation – Language of Gaming and Transmedia Studies – Room 4

  • Sam Strong, University of Bristol. Systems theory, Cultural Adaptation, and Videogame Transcreation: Situating the language of gaming in Translation Studies.
  • Zoe Cong & Haina Jin, Communication University of China. Toward a Transmedia Translation: League of Legends in the Chinese Context.
  • Simon Copet, University of Mons. Alice in Localisationland: An English-French Translation and Transmedia Study of Disney Character’s Speech in Films and Video Games

17.00–18.00 Coffee Break

17.30 – 18.30 Game Localisation Round Table Discussion – Chair: Carme Mangiron – Room 4

  • Federico Franzoni, Director at Loki
  • Elena Hernández, Lecturer at UAB & freelance localiser
  • Paula Salguero, Keywords International Barcelona

18.30   Closing remarks – Room 4