Colloquium and workshop
Game Localization: Translating Fun in the Digital Age
Programme
Friday, 10 July 2015
09:00-10:00 Carmen Mangiron: Workshop: Game Localisation
10:00-10:30 Samuel Strong: French gamer-speak: non-standard language use and its significance for a French gaming subculture
Coffee break
11:00-11:30 Paul Sacher-Toporek: What makes You like to play a game?
11:30-12:00 Silvia Pettini: Translating Literature into Playability: the case of Dante’s Inferno
12:00-12:30 Cristiane Vidal & Eliane Pozzebon: When a robot understands Brazilian Portuguese
Lunch
14:00-14:30 Olivia Rusu: “Hello!? Hello!?” Strategies for Translating Interjections in Alice in Wonderland, the Cyber Gameplay
14:30-15:00 Alina Hollenthoner: Mahoney Who? Transcreative masterminds behind game character names: Professor Layton vs. Phoenix Wright: Ace Attorney.
Important information
> Contact:
Xiaochun Zhang, xiaochun.zhang@univie.ac.at
Aims and scope
Over the last four decades the digital software entertainment industry, also known as the video game industry, has become a multimillion-dollar worldwide phenomenon. Games are no longer considered a pastime limited to children and teenagers and are increasingly entering different areas of our everyday life due to the rise in popularity of casual games and serious games, designed with a purpose that goes beyond merely providing entertainment, as well as their availability in different platforms, i.e., mobile phones, tablets, PC and consoles. The video game industry owes part of its global success to GILT processes, in particular localization, which makes games available to players everywhere in the world while allowing developers and publishers to maximize their return on investment. As demand for game localization grows, the need for qualified translators to work in this emerging type of translation has become more evident.