Logo

Multimedia and Videogame Localisation B-A

Code: 44384
Credits: 6
2026/2027
Degree programme Type Course
Audiovisual Translation OB 1

Contact lecturer

Name :
Carme Mangiron Hevia
Email :
carme.mangiron@uab.cat

Teaching staff

Maria Elena Hernández García

Group languages

You can consult this information at the end of the document.

Prerequisites

There are no previous requirements.

Objectives

The module's objectives are the following:


-Become familiarised with multimedia translation.

-Learn the basic notions, concepts, processes, methodologies and tools of computer-assisted translation applied to multimedia location.


-Present a panoramic vision of the videogame industry (market, producers, platforms, etc.).


-Become familiarised with the localization of video games: special characteristics of this type of translation and description of the localization process, text typologies, accessibility, etc.


-Apply the knowledge acquired by translating videogame and multimedia products.

Learning outcomes

  • CA05 (Manage multimedia and video game localisation projects with organisation, creativity and critical thinking.) Manage multimedia and video game localisation projects with organisation, creativity and critical thinking.
  • CA06 (Demonstrate an ethical and professional attitude in the decisions made during localisation processes, integrating accessibility, sustainability and the gender perspective.) Demonstrate an ethical and professional attitude in the decisions made during localisation processes, integrating accessibility, sustainability and the gender perspective.
  • KA06 (Describe the textual typologies present in multimedia products and video games, including accessibility aspects considering the gender perspective.) Describe the textual typologies present in multimedia products and video games, including accessibility aspects considering the gender perspective.
  • KA07 (Identify the basics of video game and multimedia localisation, as well as their main components.) Identify the basics of video game and multimedia localisation, as well as their main components.
  • SA07 (Analyse the different elements and functions of those participating in the process of localising multimedia products and video games evaluating the appropriateness of the non-sexist language solutions.) Analyse the different elements and functions of those participating in the process of localising multimedia products and video games evaluating the appropriateness of the non-sexist language solutions.
  • SA08 (Apply the phases of the localisation process to different media (video games, applications, websites).) Apply the phases of the localisation process to different media (video games, applications, websites).
  • SA09 (Use specific technological tools to carry out multimedia and video game localisation projects.) Use specific technological tools to carry out multimedia and video game localisation projects.
  • SA10 (Adapt content to different genres and platforms, respecting linguistic, cultural and accessibility conventions, applying inclusive and non-sexist language forms and expressions.) Adapt content to different genres and platforms, respecting linguistic, cultural and accessibility conventions, applying inclusive and non-sexist language forms and expressions.

Contents

1. Multimedia localization

Introduction to multimedia localization

Multimedia localization: characteristics, priorities, restrictions, localization process, models, tools, technical aspects, etc.

Translation practice


2. Localization of video games

Introduction to the game industry.

Videogame localization: characteristics, priorities, restrictions, localization process, models, tools, technical aspects, accessibility, etc.

Translation practice of different textual components and typologies.


Teaching language is Spanish, but students can translate into Spanish or Catalan.



Learning activities and methodology

Title Hours ECTS Learning outcomes
Theoretical lectures 16 0.64
Exercise preparation 19 0.76
Student's portfolio 3 0.12
Exercises, debates and discussions 8 0.32
Expanding knowledge 14 0.56
Preparation of translations and assignments 64 2.56
Translation activities 26 1.04

An active methodology with activities of various types is used. The UAB Virtual Campus is used.

The didactic activities are organized in three blocks, according to the degree of autonomy required of the student:

- Directed activities: requires the direction of a teacher.

- Supervised activities: requires some supervision of a teacher.

- Autonomous activities: the student organizes time and effort autonomously (individually or in groups).

Annotation: within the schedule set by the centre or degree programme, 15 minutes of one class will be reserved for students to evaluate their lecturers and their courses or modules through questionnaires.

Assessment

Continuous assessment activities

Title Weight Hours ECTS Learning outcomes
Exercice 2 - Video games 17 % 0 0 CA05, CA06, KA06, KA07, SA07, SA08, SA10
Exercice 1 - Multimedia 17 % 0 0 CA05, CA06, KA06, KA07, SA07, SA08, SA09
Exercice 2 - Multimedia 17 % 0 0 CA05, CA06, KA06, KA07, SA07, SA08, SA09
Participation in forums 15 % 0 0 CA05, CA06, KA06, KA07, SA07, SA08, SA09, SA10
Exercice 1 - Video games 17 % 0 0 CA05, CA06, KA06, KA07, SA07, SA08, SA10
Exercice 3 - Video games 17 % 0 0 CA05, CA06, KA06, KA07, SA07, SA08, SA10

Continuous assessment

Students must provide evidence of their progress by completing various tasks and tests. These activities are detailed in the table at the end of this section of the Study Guide.

Review

When publishing final marks prior to recording them on students' transcripts, the lecturer will provide written notification of a date and time for reviewing assessment activities. Students must arrange reviews in agreement with the lecturer.

Missed/failed assessment activities

Students may retake assessment activities they have failed or compensate for any they have missed, provided that those they have actually performed account for a minimum of 66.6% (two thirds) of the subject's final mark and that they have a weighted average mark of at least 3.5. 

The lecturer will inform students of the procedure involved, in writing, when publishing final marks prior to recording them on transcripts. The lecturer may set one assignment per failed or missed assessment activity or a single assignment to cover a number of such activities. Under no circumstances may an assessment activity worth 100% of the final mark be retaken or compensated for. In case of retaking, maximum grade will be 5 (Pass).

Classification as \"not assessable\"

In the event of the assessment activities a student has performed accounting for just 25% or less of the subject's final mark, their work will be classified as \"not assessable\" on their transcript.

Misconduct in assessment activities

Students who engage in misconduct (plagiarism, copying, personation, etc.) in an assessment activity will receive a mark of “0” for the activity in question. In the case of misconduct in more than one assessment activity, the student involved will be given a final mark of “0” for the subject. Assessment activities inwhich irregularities have occurred (e.g. plagiarism, copying, impersonation) are excluded from recovery.

Artificial intelligence 

For this subject, the use of Artificial Intelligence (AI) technologies is restricted to the activities that the teaching staff will specify at the beginning of the course. The lack of transparency in the use of AI in any assessable activity will be considered a lack of academic honesty and may lead to a total penalty in the grade of the activity. The teaching staff, in case of doubts, may require a face-to-face meeting to validate the authorship.

Single assessment

This module is not suitable for single assessment.

 

Bibliography

Multimedia localization

AUSTERMÜHL, Frank. 2001. Electronic tools for translators. Manchester/Northampton: St. Jerome

CORTE, Noelia. \"Localización e internacionalización de sitios web\". http://www.fti.uab.es/tradumatica/revista/articles/ncorte/art.htm

DR. INTERNATIONAL. 2003. Developing international software. 2nd edition. Redmond: Microsoft Press

ESSELINK, Bert. 2003. A Practical Guide to Localization. Amsterdam/Philadelphia: John Benjamins

SOMERS, Harold (ed.). 2003. Computers and Translation. A translator's guide. Amsterdam/Philadelphia: John Benjamins

YUNKER, John. 2002. Beyond Borders: Web Localization Strategies. Los Angeles: New Riders Press

Game localisation

Bibliografia sobre localització de videojocs

Bernal, Miguel. (2014) Translation and Localisation in Video Games. London: Routledge.

Bernal, Miguel. (2006) “On the Translation of Video Games”. The Journal of Specialised Translation. Disponible en: http://www.jostrans.org/issue06/art_bernal.php

Chandler, Heather y O'Malley Deming, Stephanie. (2011) The Game Localization Handbook. Massachusetts: Charles River Media.

Granell, Ximo; Mangiron, Carme & Vidal, Núria. (2017). La traducción de videojuegos. Sevilla: Bienza.

Mangiron, Carme. (2006) “Video Games Localisation: Posing New Challenges to the Translator”. Perspectives: Studies in Translatology, Vol. 14:4.

Mangiron, Carme. (2012) “The Localisation of Japanese Video Games: Striking the Right Balance”. The Journal of Internationalisation and Localisation, II, 1-21.

Mangiron, Carme. (2013) “Subtitling in Game Localisation: A Descriptive Study”. Perspectives: Studies in Translatology, 21 (1), 42-56.

Mangiron, Carme. (2016). \"Games Without Frontiers: The Cultural Dimension Of Game Localization\". Hermeneus.18, 187-208.

Mangiron, Carme. (2018). \"Game on! Burning issues in game localisation\". Journal of Audiovisual Translation, 1(1), 122-138. http://www.jatjournal.org/index.php/jat/article/view/48.

Mangiron, Carme. (2021). Found in Translation: Evolving Approaches for the Localization of Japanese Video Games. Arts 10, no. 1: 9. https://doi.org/10.3390/arts10010009

Mangiron, Carme, O’Hagan, Minako (2006). \"Game Localisation: Unleashing Imagination with 'Restricted' Translation\". The Journal of Specialised Translation. Disponible en: http://www.jostrans.org/issue06/art_ohagan.php

Mangiron, Carme, Orero, Pilar & O’Hagan, Minako (ed.) (2014) Fun for All: Translation and Accessibility Practices in Video Games. Bern: Peter Lang.

Muñoz, Pablo. (2017). Manual de localización de videojuegos.Madrid: Editorial Síntesis.

O’Hagan, Minako; Mangiron, Carme. (2013) Game Localization: Translating for the Global Digital Entertainment Industry. Amsterdam & Philadelphia: John Benjamins.

Software

SDL Trados

memoQ

Phrase

GIMP 

Course groups and languages

The information provided is provisional until November 30. After this date, you will be able to consult the language of each group through this link. To access the information, you will need to enter the course CODE

Type of teaching Group Language Semester Shift
(VIRT2022m) Classes virtuals (màster) 1 Catalan/Spanish first semester afternoon