Carme Mangiron

Carme Mangiron
Autonomous University of Barcelona | UAB ·  Departamento de Traducción e Interpretación

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31
Publications
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Publications

Publications (31)
Article
Full-text available
Generative Pre-trained Transformer (GPT) models are beginning to assist humans in complex creative endeavours. Transcreation is one of such creative processes, which in the context of translation consists of linguistically and culturally adapting a text or a part of it, including visuals, with the goal of maximising positive reception from a specif...
Article
Full-text available
Aquest article descriu una experiència didàctica per introduir la perspectiva de gènere en la traducció de videojocs, duta a terme el curs 2021-2022 en el marc de l’assignatura Localització de videojocs, del Màster Universitari en Traducció Audiovisual de la Universitat Autònoma de Barcelona. Es presenten els objectius de l’assignatura, així com el...
Article
Full-text available
In recent years, important advances have taken place to improve game accessibility for all types of players. However, audio description (AD), the access service that translates images into words, is yet to be widely implemented in mainstream games. This paper presents part of the results of the Researching Audio Description Project: Translation, De...
Conference Paper
Full-text available
Fun for All Conference on video game translation and accessibility Call for papers now open
Article
Full-text available
Matamala, AnnaAccessibilitat i traducció audiovisualVic: Eumo, 2019, 275 p.ISBN 978-84-9766-678-9
Chapter
This paper provides an overview of game accessibility. It describes what game accessibility is and highlights the need to combine usability and adaptability, as a “one-size-fits-all” approach is not possible due to the interactive and dynamic nature of the video game medium and the array of (dis)abilities different users may have. The main accessib...
Chapter
Full-text available
La industria de los videojuegos se ha convertido en un fenómeno global multimillonario que generó 120,1 mil millones de dólares en el año 2019 (Takahashi, 2020, en línea). Sin embargo, son muchas las personas que no pueden disfrutar de este tipo de entretenimiento, ya que la gran mayoría de los videojuegos comerciales no son accesibles para quienes...
Article
Full-text available
Video games have become one of the most popular forms of entertainment in the modern digital society. The global success of the game industry has fostered the development of the game localisation industry, as developers and publishers strive to sell their games in different languages and territories to maximise their return on investment. This, in...
Article
Full-text available
Japanese video games have entertained players around the world and played an important role in the video game industry since its origins. In order to export Japanese games overseas, they need to be localized, i.e., they need to be technically, linguistically, and culturally adapted for the territories where they will be sold. This article hopes to...
Article
Game localisation is a type of audiovisual translation that has gradually been gathering scholarly attention since the mid-2000s, mainly due to the increasing and ubiquitous presence of video games in the digital society and the gaming industry's need to localise content in order to access global markets. This paper will focus on burning issues in...
Chapter
The coming of age of audiovisual translation studies has brought about a much-needed surge of studies focusing on the audience, their comprehension, appreciation or rejection of what reaches them through the medium of translation. Although complex to perform, studies on the reception of translated audiovisual texts offer a uniquely thorough picture...
Article
Game localisation is an emerging field in Translation Studies that initially began attracting attention in the late 1990s, when the first studies analysing this new translation phenomenon were published by professionals working in the field. In the last decade, research on game localisation has gained impetus. Particularly, in recent years, the num...
Article
With the era of globalisation, China has become one of the most important video game markets in the world. To enter the Chinese market, culture adjustments are often made to video games in order to meet the needs and expectations of Chinese gamers. After briefly describing the characteristics of the Chinese game market, this article will focus on t...
Research
Full-text available
Call for papers for the forthcoming Fun for All: 5th International Conference on Game Translation and Accessibility-Current Trends and Future Developments
Article
Subtitling practices in game localisation remain, to date, largely unexplored, and the existing standards as widely applied to subtitling for TV, DVD and cinema have not been adopted by the game industry. This can pose an accessibility barrier for deaf and hard of hearing players as there are, on occasion, no subtitles provided for audio game compo...
Chapter
Over the past four decades video games have become a worldwide phenomenon and one of the preferred leisure options for many. However, game accessibility remains a pending issue, due to the visual and interactive nature of the medium. Mangiron and Zhang analyse the current state of game accessibility, particularly for the blind and visually impaired...
Article
From its humble origins in the 1970s, the software entertainment industry has grown into a worldwide phenomenon and a multibillion-dollar industry. Its success is, to a great extent, attributable to localisation practices, which help game companies maximize their return on investment by reaching the widest possible audience. Game localisation striv...
Conference Paper
Full-text available
El grupo de investigación TransMedia Catalonia (2014SGR27) de la Universitat Autònoma de Barcelona lleva más de una década dedicado a la formación, la investigación y la transferencia del conocimiento de la traducción audiovisual y la accesibilidad. Desde el año 2004, algunos miembros del grupo se han centrado en el ámbito de los videojuegos, que h...
Chapter
Full-text available
La sociedad de la información está basada en la tecnología y en la comunicación, dos campos que se prestan a un desarrollo infinito con cambios sorprendentes a una gran velocidad. Vivir fuera de ella conlleva un riesgo de exclusión, y es por ello que tanto la accesibilidad lingüística mediante traducciones como la accesibilidad sensorial mediante s...
Data
Full-text available
The project HBB4ALL (Hybrid Broadband Broadcasting for All), which has just started, addresses a wide range of interactivity, interoperability and accessibility features for a multi-platform media environment – focusing on the hybrid broadcast-broadband TV (HbbTV) concept.
Article
Full-text available
The project HBB4ALL (Hybrid Broadband Broadcasting for All), which has just started, addresses a wide range of interactivity, interoperability and accessibility features for a multi-platform media environment – focusing on the hybrid broadcast-broadband TV (HbbTV) concept.
Chapter
Audio description (AD) is a narrative technique which provides complementary information regarding the where, who, what and how of any audiovisual content. It translates the visuals into words. The principal function of this ad hoc narrative is to make audiovisual content available to all: be it a guided city tour of Barcelona, a 3D film, or a Pica...
Book
Full-text available
Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation St...
Article
In less than four decades the video game industry has become a multibillion dollar worldwide phenomenon. As game technology has evolved, allowing for the inclusion of cinematic scenes in games, dubbing and subtitling practices have become incorporated into game design and localisation. However, while years of research in AVT have led to the establi...
Article
Over the course of the last three decades the entertainment software industry has become a multibillion dollar industry and a worldwide phenomenon. The United States and Japan have traditionally been the main players in this industry, which owes part of its global success to internationalisation and the associated localisation processes. Due to the...
Article
Durante los últimos años la accesibilidad a los medios de comunicación ha adquirido gran relevancia, impulsada por el cambio de la televisión analógica a la digital programado en Europa para el año 2012. Sin embargo, a pesar del éxito creciente de los videojuegos como forma de ocio a nivel mundial, la accesibilidad a los videojuegos ha recibido esc...
Article
Video games localisation is an emerging type of translation that has deserved very little attention from a translation studies perspective to date. This article discusses what is involved in video game localisation, what assets need to be localised, what the different localisation models are and what translator competence is required in order to lo...
Thesis
This is a descriptive study of the treatment of cultural references in seven translations (four into English, two into Spanish and one into Catalan) of Natsume Soseki's Botchan (1906). It focuses on the comparative analysis of the translation techniques used by the different translators, with an emphasis on the technique of amplification of informa...
Article
Full-text available
From its humble beginning in the 1970's, the video games industry has flourished and become a worldwide phenomenon. Although most games are developed in Japanese and English, the globalisation of popular culture and the desire to expand to new markets have led most producers to localise their games into many target language versions. This has broug...

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