Teaching Video Game Localisation in Audiovisual Translation courses at university

Ximo Granell, Universitat Jaume I, Spain

JosTrans 16, Isssue 16 (July 2011)

https://doi.org/10.26034/cm.jostrans.2011.493

ABSTRACT

In the current globalised market context, undergraduate and postgraduate courses in audiovisual translation (AVT) in Europe are incorporating new subjects to try to meet the requirements of a more than ever demanding and specialised market. The aim: to prepare translator trainees at universities to face the challenges posed by the professional world in this field. One of these subjects is Video Game Localisation. This paper aims to set the grounds for teaching Video Game Localisation at higher education institutions. Drawing on a previous study on AVT teaching (Chaume, 2003) and a parallel effort for teaching advertising translation (Chaume and Martí forthcoming), profiles for both students and lecturers of this subject are defined. Then, we will focus on the teaching objectives and learning outcomes, the teaching methods available, the characteristics of the materials to be used, and the bibliography used. A final word is also briefly devoted to assessment issues. As a result, a didactic proposal for a Video Game Localisation course for translators is presented.

KEYWORDS

Curriculum development, video game localisation, video game localisation lecturer, video game localisation trainee, video game translation, translation teaching, translation task-based approach, audiovisual translation.

1. Introduction

The global demand for interactive audiovisual products in our current information society has been enjoying a boom since the beginning of the 21st century. In the particular case of video games, the number of international versions and the breadth of applications for this type of audiovisual product have pushed the boundaries of the worldwide entertainment industry beyond its limits and most games are developed to address different regions, languages and cultures (Chandler 2006). Revenues of the gaming market have topped 38 billion EUR worldwide in 2010 and the growing tendency continues (IDATE 2010), which means that now, more than ever, there is a need for specialised translators to provide quality translated games fitted to the particular requirements of local markets.

This need has led to the creation of a new field of specialisation within translation studies, Video Game Localisation1 (VGLOC), a modality of audiovisual translation which shares a number of features with other specialised translation and localisation modalities.

2. Profiling the students of a Video Game Localisation course

There are a number of contextual and personal factors that can directly affect the profile of the students of a VGLOC course: their previous knowledge and skills, the educational path followed, their geographic and social environment, their personal interest, and so on. For the purposes of this paper, the focus is on the profile of the students that are translation trainees of VGLOC as a modality of Audiovisual Translation (AVT).

Despite the increased demand for translators in the field of VGLOC, the presence of specialised subjects fully or partially incorporating VGLOC contents is still rather scarce among current translation programmes. Where available, VGLOC is being taught as part of AVT undergraduate subjects in the final years of Translation and Interpreting BAs or becoming more prominent as independent modules in Translation master courses. In this curricular scenario, whether at undergraduate or postgraduate level, it seems that the students of VGLOC are expected to have already developed a set of linguistic and translation competences2 as part of their translation trainee background. For this reason, it can be claimed that there are a number of preliminary competences that students should ideally have before taking a VGLOC course within the current higher education system:

Based upon this set of preliminary competences and knowledge, the design of the teaching and learning process of VGLOC students should consider the following assumptions:

Students who have successfully taken language and translation courses should be able to follow a VGLOC course from the very first day and start developing the competences required to translate a video game. Thus, no additional time should be devoted to fill essential linguistic, extralinguistic or translation gaps that may deter translation trainees from immediately becoming familiar with the text types found in video games in their source language and translating them to the target language.

Another important aspect to be taken into account when designing a training programme comes from the motivation and expectations that students may have towards the subject. In our case, the popularity of video games among the wide public (and especially among the younger population) and the increasing presence and relevance of this audiovisual product in our society can have a positive effect on the motivation and demand for training translators in this modality. The scarcity of VGLOC courses available at the moment is paradoxically opposed to the growing demand for video games in every language.

Similarly, the expectations among students are also considerable. Many students may also be or have been video game players, and know very well how demanding fellow players in their country can be in terms of the quality of the localised version of a game. This fact, along with their commitment as future translators, can result in a high degree of motivation among students, which means that there is an additional challenge for the lecturer to meet their expectations and catch up with the latest developments in such a changing and technology-dependant industry as the gaming one.

In terms of number of students per classroom, a maximum of 20-25 is deemed as ideal by Klerkx (1998) for the process of teaching and learning subtitling in the classroom, and we also find that it should not go beyond this figure in the case of VGLOC. In addition, due to the practical requirements of the lessons, computer labs must be used; hence it is almost impossible to have hands-on sessions with a larger number of students. However, the situation in the current higher education system is rather different, at least at BA level, where larger groups are quite common.

3. Profiling the lecturers of a Video Game Localisation course

Even though there is a relative wealth of Translation Studies (TS) literature on translation training, only a few studies have talked about the profile of the translation lecturer (Kelly, 2008: 99). It has been stated that the debate about the translation lecturer is still open (Presas 1998: 131). Recognised TS scholars, like Kelly (2005, 2008) or Hurtado Albir (2008), have further discussed what has been said on the translation lecturer profile as a trainer. Hurtado Albir (ibid.: 20) highlights the need for having a professional profile, i.e. experience as a professional translator, that guarantees an adequacy to the professional reality. Mayoral (1998: 127) claims that a lecturer in Translation and Interpreting must gather two main characteristics: being an experienced professional translator or interpreter and being in possession of the academic requirements that qualify to teach at the university, i.e. a PhD degree. We share this perspective on a twofold profile and believe that an active practice of the profession should also be a necessary condition of the lecturer in order to convey his or her practical know-how into the teaching, so that he or she can deliver training that meets the quality standards required by the industry.

As for the pedagogical perspective, Kelly criticises existing literature on translator trainers because it focuses mainly on prior knowledge and experience (2005: 101-102). In her effort to depict a more detailed and holistic understanding of the translation lecturer profile, she draws on the UK Higher Education Academy’s Professional Standards Framework for teaching and supporting learning in higher education (Working Group “Basic Skills, Entrepreneurship And Foreign Languages” 2003) to apply it to the translator trainer competence (Kelly, 2008). The current European Higher Education Area (EHEA) also fosters the pedagogical role of the translation lecturer and suggests student-centred approaches to produce quality outcomes, opposed to traditional master lectures. This has already been done in translation degrees over the past twenty years (Chaume and Martí forthcoming).

From the AVT angle, Díaz Cintas (2008) provides an updated overview of the works published about training in this type of specialised translation (ibid.: 9) and brings together a comprehensive volume covering most AVT modalities. If we focus on video game translators’ training, very little has been published to date, except for one of the chapters in Díaz Cintas’ volume, written by Miguel Bernal (2008), and presentations in specialised fora, such as The Languages and The Media 2010 conference (Granell, Mangiron and Vidal 2010).

In the particular case of the video game localisation lecturer, we believe that the features advocated by scholars must be considered as a cornerstone for defining a suitable profile. Moreover, a deep understanding of the objects of analysis is essential, i.e. video games, their components, text typologies and processes involved, etc.;

This understanding of the academic and professional field, the industry and the texts can be of a great help when defining the learning objectives and the teaching methodology to train video game translators.

We find that, ideally, these should be the competences required from a VGLOC course lecturer. These ingredients must be present to some extent in the video game lecturer’s curriculum. However, due to the young age of the field, if all these requirements are not fully present in the beginning, they should be progressively incorporated in the medium-term through ongoing learning and continuous development and practice.

4. Learning outcomes

The current European Higher Education context places the emphasis of the teaching and learning process on students, rather than on the lecturer. The Framework of qualifications for the EHEA defines “learning outcomes” as “statements of what a learner is expected to know, understand and/or be able to do at the end of a period of learning” (Bologna Working Group on Qualifications Frameworks 2005: 29). Thus, the concept of competence becomes essential when defining the teaching objectives and identifying the learning outcomes expected from a translator who has followed a VGLOC course. Such learning outcomes in translation training must stem from a needs analysis and the potential contribution of the trainees to the professional arena, and should be based on defining tasks which will be part of their professional practice (Chaume & Martí, forthcoming).

The specific learning outcomes of a VGLOC course must be focused on knowing how to address the translation and localisation problems originated by the intrinsic characteristics of video games, which are different from those of other audiovisual products. Therefore, the teaching objectives of a VGLOC course should aim to develop a number of competences required for video game translators. Apart from the general linguistic, extralinguistic or translation competences –presented earlier– that VGLOC students should ideally have before starting the course, more specific competences need to be developed so that trainees:

In addition, it is important to highlight that these outcomes, which are specific to video game localisation, should, in turn, also contribute to the outcomes of other AVT modalities like dubbing or subtitling and specialist translation modalities like software localisation or literary translation, since such modalities also share some of their specific outcomes with VGLOC. For instance, the ability to translate a text of a creative nature within the spatial limitations of a video game interface—such as a game menu option or something funny said by a character in a speech balloon– can also be a useful learning outcome for a translator who needs to fit a translation in subtitles—which also have spatial limitations—or translate funny and catchy names for the characters of a dubbed TV show for children—which requires an extra effort in terms of creative thinking.

Since the aim of the teaching process is to train professional translators for the gaming industry, the specific outcomes of the training must also take into consideration the professional practice aspects of VGLOC. It becomes necessary to make trainees aware of the role of the translator and the localisation tasks within the whole process of launching a video game to a local or global market. It is also important to enable students to work in the different settings and workflows in which a translator may operate (i.e. in-house or freelance scenarios) and to equip them with the communicative skills they may need to interact with other members of a VGLOC project.

5. Methodology

In accordance with the current student-centred approach of modern didactics, the teaching and learning process in the classroom should be focused on finding the appropriate methods to enable knowledge transfer and the development of skills and attitudes required for the later professional life. Training translators for the gaming industry implies that both declarative knowledge (e.g. extralinguistic knowledge or characteristics of video games texts) and procedural knowledge (e.g. how to use translation technology or how to deal with audio/video files) must be present. For this reason, a mixed methodology bringing together the best of available teaching methods and techniques should be used. In this section, we examine some of the most common ones, applying them to VGLOC training. Experts in Didactics within the TS field like Kelly (2005: 97) believe in finding the right balance throughout the teaching and learning process: “a well thought-out combination of these [teaching] techniques, depending on the specific outcomes aimed at and the context, offers the richest learning experience to students and trainees.”

With this integrated approach in mind, AVT and VGLOC lecturers must take advantage of all kinds of aid and tools available at their reach. Today most universities have virtual learning environments (VLE) to support their face-to-face sessions, such as those based on Moodle technology.

Below, we present some of the most common teaching methods and techniques being used in physical environments in higher education (De la Cruz 2001; Ferrer 1994; Kelly 2005), which can now also be complemented by the use of VLEs.

6. Learning materials and bibliography selection

Not all activities are suitable for all levels of learning, thus selecting the right texts and materials for video game localisation tasks is crucial and depends on the characteristics of the students and the intended learning outcomes. Chaume and Martí (forthcoming) highlight a number of criteria that should be taken into account when selecting the materials for a course:

In audiovisual translation modules and, in particular, in VGLOC courses, it is really important to work with texts in electronic and audiovisual formats that bring the trainee closer to the real environment. The training materials of these courses focused on preparing translators for the professional market must inevitably be in their electronic format since no video game translator is ever going to work only on paper versions of the texts but on a wide breadth of types of files. Whenever possible (and if they are available), audiovisual texts and context interfaces (or screenshots) found in video games should also be used during the training to make trainees aware of the context of the translated text. Nevertheless, trainees need to work with context-free texts, since, unfortunately, it is a common practice (especially in the case of freelance translators) to work with files that only contain text strings without any context, with all the constraints and problems posed by this lack of information (Mangiron, 2007: 310).

Another important issue has to do with the authenticity of the texts. Whenever possible, real texts should be selected to make students face real issues as they will need to do in their professional practice. Austermühl (2006: 69) emphasises this requirement for localisation training programmes in general and Bernal also discusses this need in the case of video games (2008: 149). However, as this author states, “copyright issues surrounding this [gaming] industry can pose an insurmountable problem” (ibid.: 149) and claims that “academics can help here with their research on the analysis of current practice and the proposal of game localisation standards, but they need, of course, access to authentic game localisation procedures and files” (ibid.: 150). We fully agree with this claim, although it seems rather complicated to overcome the barriers set by game developers/distributors to gain access to game files, even to old games which have been out the market for years. In this line of thinking, Pablo Muñoz has written about the use of romhacking techniques to translate old versions of video games by fans (Muñoz, 2008) and he has even proposed to use such techniques to teach VGLOC (Muñoz, 2010). According to Wikipedia ‘ROM hacking’ is defined as “the process of modifying a video game ROM image [i.e. a file containing all the data from a game to be played in an emulator] to alter the game's graphics, dialogue, levels, gameplay, or other elements. This is usually done by technically-inclined video game fans to breathe new life into a cherished old game, as a creative outlet, or to make essentially new unofficial games using the old games engine.” (Wikipedia 2011). Other possibilities that could be explored are using open source or liberated games (commercial games that have been liberated and made free in playable form to the public) which are licensed under more flexible schemes than most commercial games; or seeking joint ventures with independent game developers or research groups working on video game design that would have an interest in developing localised versions of their products.

The pedagogical progression of the learning materials should follow a logical sequence in terms of level of difficulty, degree of specialisation, degree of replication of the real environment, and resources available. Bernal (2008: 150) proposes a three-step approach that can be offered by higher education institutions depending on the staff, budget, technical facilities, and industry contacts available. His proposal is based on Chandler’s three types of game localisation projects in the industry (2005: 12-15), namely:

a) Box and docs: only manual and packaging are translated.
b) Partial localisation: user interface texts and subtitles are also translated, but spoken dialogues in the source language are left in the source language due to cost-effective reasons –no voiceover or dubbing is used to translate them.
c) Full localisation: all game assets are translated, including audiovisual files that are either dubbed or voiced-over.

Bernal’s proposal also considers including another type of project, ‘multilingual game web site,’ that, according to our view, could be included within the full localisation type of project. In addition to game assets, there is an increasing amount of information present in games’ web sites which also needs to be made available to target languages users. His proposal is focused on working on the first type of project (only written texts) at the first step; move on to a second stage where text-based material widely available on the web can be used to work with excerpts from games; and a third step that should simulate the whole workflow of real life practice.

Ideally, all three levels should be covered during a formal training in a higher education institution; however, due to the lack of resources and the difficulty to access authentic materials and full localisation kits within the gaming industry, it is usually too complicated to replicate the whole workflow.

As stated in the first two levels identified by Bernal, we also believe that students can learn about the principles of game localisation and be initiated into the field terminology, genres, creativity, register and style. In addition, even if authentic localisation kits are not available –for instance, due to copyright restrictions–, partial localisation scenarios can be replicated to some extent to work on the different assets, types of text and conventions of a video game. This simplified way of dealing with the workflow can be performed by working through a task-based approach, rather than on a project scale and, once again, VLEs can provide a useful platform and tools. As in other AVT modalities, a higher degree of involvement in the VGLOC workflow could be acquired through internships or learnerships in the industry. In this way, students do not only complement their training at the university, but also gain insights into all the dimensions of the reality of their future career.

In translation modules where skills acquisition is a major objective a relevant bibliography must also be present among the working and reference materials. For this reason, in addition to the tools and resources available to students from general translation courses (dictionaries, reference works, etc.), special attention should be drawn to specialised materials such as:

8. Assessment

The assessment of any teaching and learning process should be focused on checking whether its objectives and outcomes have been accomplished. In our case, the assessment instrument needs to be capable of monitoring students’ learning process throughout the course to see whether they have achieved the expected outcomes and will be prepared to work in this field.

Given the complex set of linguistic, cultural, translation, instrumental, professional, and interpersonal competences that VGLOC students should acquire, we believe that a mixed approach is necessary to assess the success of this type of training with so many variables in play. Such an approach should include continuous assessment and formative assessment, both based on the tasks and the activities undertaken along the training, like the ones described in section 5 of the paper. Kelly defines ‘formative assessment’ as “any marking, correction or comment which gives students feedback on their learning precisely in order to help them learn more, or better.” (Kelly 2005: 133).

Nevertheless, assessment approaches are constrained to a wider or a lesser extent by academic programmes and institutions, so it might be necessary to think about several assessment itineraries that fit into different institutional scenarios (i.e. formative assessment such as essay/test-based final examination, task-based continuous assessment, individual/group work, etc.).

Due to the relevance required to address assessment issues and the length limitations of this paper, more detailed attention should be devoted to them in future research.

9. Conclusion

We are witnessing a growth in the demand for specialised translation services to meet the requirements of the 21st century global market. In particular, the gaming industry is becoming an enormous marketplace that needs qualified translators who can face the challenges of such an exigent modality of audiovisual translation. Higher education institutions with translation degree programmes need to cater for the needs of this demand and train translators in this field of specialisation.

This paper draws on previous studies on teaching audiovisual, advertising and video game translation, as well as on translator training literature, to discuss a didactic proposal for teaching VGLOC at higher education institutions. Attention is paid to learners’ and trainers’ profiles and the competences ideally required by them to make the most of a VGLOC course. The learning outcomes and the learning methods of this training are also discussed within the current student-centred European Higher Education context. Emphasis is placed on the available teaching methods and techniques with examples on how to exploit them in a VGLOC course. Then, a number of issues are discussed about the characteristics of the materials supporting the teaching and learning process and the type of bibliography to be considered. Last but not least, assessment is briefly addressed.

References

Biography

Ximo Granell pictureDr Ximo Granell is a researcher of the TRAMA (Translation and Communication for Audiovisual Media) group at Universitat Jaume I, Spain. He is a Translation and Interpreting graduate from Universitat Jaume I and completed his PhD at Loughborough University (UK). He has worked as a translator specialised in software, website and video game localisation, as well as in ICT, marketing and business communication translation. He has taught and researched translation technologies, video game localisation, and documentation for several universities.
He can be reached at granell@trad.uji.es.

Note 1:
Chandler (2005: 12) describes 'game localisation' as "the process of translating the game into other languages", however Bernal (2006) provides a broader definition of this concept and a detailed discussion about the suitability of using ‘game localisation’ or ‘game translation.’ For the purposes of this paper, the former term is used to refer to both conceptions of this type of audiovisual translation.
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Note 2:
The Working Group “Basic Skills, Entrepreneurship And Foreign Languages” considers ‘competence’ “to refer to a combination of skills, knowledge, aptitudes and attitudes, and to include disposition to learn as well as know-how” (2003: 10).
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Note 3:
Following Chandler’s definition, a ‘localisation kit’ “includes all the necessary assets [i.e. components, see endnote 7] to create localized versions of the game, such as source code, game assets, and design documents.” (Chandler 2005: 323).
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Note 4:
A more detailed explanation of these AVT issues can be found in Chaume (2006), for dubbing, and in Díaz Cintas and Remael (2007), for subtitling.
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Note 5:
The term ‘asset’ is commonly used to refer to the series of components that make up a video game, namely, in-game text assets, art assets, audio assets, cinematic assets and printed materials (Chandler 2005: 51).
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