Explore tweets tagged as #FunForAll2025
Many thanks to @TransmediaCat and #FunForAll2025 for another lovely conference! It was so good to touch base with others in the loc field! I hope everyone had a great time and wish you all safe travels home!
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María Isabel Rivas Ginel and Pierre-Yves Houlmont presented NB: Automata, a gamified crowdsourcing project to create a dataset for non-binary language in video game localization. 👾 Aiming to reduce cognitive load for localisers & support neutralisation techniques!.#FunForAll2025
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Laura Mejías-Climent (UJI) explored how technology is reshaping video game dubbing in localization. 🗣️ From traditional methods to AI-driven innovations, her research revealed how experimentation is leading to new trends and more interactive dubbing workflows. #FunForAll2025
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Loïc De Faria Pires (University of Mons) explored the impact of NMT & LLM post-editing in video game localization. 🎮 His study compared human translation, NMT, and LLM post-editing to identify best practices for teaching localization in the AI era. #FunForAll2025
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Haiting Lan (Macquarie University) dived into subtitle processing in video games. Using eye-tracking in a desert herding game, this study explored how subtitles affect players' cognition and performance. 👁️ A key step for improving subtitling practices in gaming!.#FunForAll2025
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Damien Hansen (Université libre de Bruxelles & Liège Game Lab) explored the limits and risks of Machine Translation (MT) in video games. 🕹️He examined MT's impact on game localization, highlighting both its strengths and weaknesses in creative domains. #FunForAll2025
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Mikołaj Deckert (University of Łódź) presented an experimental reception study on video game subtitling. His research explored how translation quality, or the lack thereof, impacts player experience and comprehension. #FunForAll2025
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Silvia Pettini (Roma Tre University) analyzed the linguacultural representation of transness in video game localization, focusing on Krem from Dragon Age: Inquisition and the challenges of translating transgender identities. #FunForAll2025
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Judith Brenner (University of Eastern Finland & Cologne University of Applied Sciences) introduced her doctoral research on MT post-editing in video games. 📉 She explored the effects of MT on translators, the translation process, and the final product. #FunForAll2025
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Melik Ahmet Erol (Istanbul University) explored the reinterpretation of mythological stories in video games. 🪽Using God of War (2018) as a case study, he delved into how game localization shapes mythologies for modern players and influences immersion and gameplay. #FunForAll2025
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Alice Ray (Université d'Orléans) dived into the localization of pop culture references in Starcraft II. She examined how American cultural elements in the game were adapted for French players, exploring translation strategies and audience reception. #FunForAll2025
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We wrapped up day one with the book "User-Centric Studies in Game Translation and Accessibility" by Krzysztof W. Hejduk & Mikołaj Deckert—a fascinating take on game translation and accessibility from a user-centric lens. A perfect end to an insightful day!.#FunForAll2025
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Sam Strong (University of Bristol) explored the intersection of systems theory, cultural adaptation, and videogame transcreation. Focusing on 'gamer-speak,' the talk highlighted the challenges of localizing organic language within gaming subcultures. #FunForAll2025
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Simon Copet (University of Mons) examined EN-FR localisation in Disney Dreamlight Valley, comparing character speech with their film counterparts. 🏰 Are iconic styles retained in translation? A study of transmedia strategies, accessibility, and post-editese. #FunForAll2025
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Jemma L. Stafford (@ivoryfall, University of Leeds) studied how translated text in Chinese RPGs impacts player reception, comparing its importance to elements like audio and visuals. 🥖 Is bread the joy of life?.#FunForAll2025
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Mariazell Eugènia Bosch Fábregas (@uvic_tracte) explored AI in game translation with her proposal for Donkey Kong Country's Spanish level names. 🐒She compared the SNES and GBA versions, showing how AI can preserve wordplay and alliteration in localization. #FunForAll2025
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Marián Kabát (@MarianMaudit, Comenius University) explored the rise of LLMs in video game localization. 🤖 He shared a review of literature and real-world use cases, providing insights into how LLMs enhance the localization process. #FunForAll2025
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Paolo D'Indinosante (@PDIndinosante, @SapienzaRoma & University of Silesia) analyzed how Asterix games localize otherness, focusing on stereotypes and anti-colonialism in the English and Italian versions of XXL 3 & XXXL. #FunForAll2025
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Big thanks to Yunke Deng (@dengyunke_, @ucl) for sharing her research on "Dou Dizhu for All" at #FunForAll2025!.Her study highlights how accessible design, from TTS to voice control, can create inclusive gaming experiences for Chinese visually impaired gamers.
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Guo Yu (@GuoYu_Rose, @CLASUoN) introduced the Square Model: a multimodal and interdisciplinary tool for analyzing game localization. By deconstructing games into language, visual, audio, culture, and interactivity, the model bridges theory and practice. #FunForAll2025
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