Theory and Practice of Games Localisation: Academic Training vs Professional Reality in Spain and...

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Theory and Practice of Games Theory and Practice of Games Localisation: Academic Training Localisation: Academic Training vs Professional Reality in Spain vs Professional Reality in Spain and the United Kingdom and the United Kingdom International Conference on Translation and International Conference on Translation and Accessibility in Video Games and Virtual Worlds Accessibility in Video Games and Virtual Worlds Jennifer Vela Valido Jennifer Vela Valido [email protected] Curri Barceló Ávila [email protected] Roehampton University. London, 9th June, 2012

Transcript of Theory and Practice of Games Localisation: Academic Training vs Professional Reality in Spain and...

Page 1: Theory and Practice of Games Localisation: Academic Training vs Professional Reality in Spain and the United Kingdom International Conference on Translation.

Theory and Practice of Games Theory and Practice of Games Localisation: Academic Training vs Localisation: Academic Training vs

Professional Reality in Spain and the Professional Reality in Spain and the United KingdomUnited Kingdom

International Conference on Translation andInternational Conference on Translation and

Accessibility in Video Games and Virtual WorldsAccessibility in Video Games and Virtual Worlds

Jennifer Vela ValidoJennifer Vela [email protected]

Curri Barceló Á[email protected]

Roehampton University. London, 9th June, 2012

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Overview1. PROFESSIONAL REALITY

2. ACADEMIC TRAININGo Academic training in Spaino Academic training in the UKo Spain vs UKo Academic profile

3. RECOMMENDATIONS AND CONCLUSIONS

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1. Professional Reality

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“The games industry creates more benefits than the movie

industry in the UK and US markets alone, an industry that brings people out from cinemas

and television and sits them with their controllers to play

during hours instead.”

(Chatfield, Tom. 2009)

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Games industry market

• 31.6 billion dollars annually

• 91.98 billion dollars by 2015

• Around 30-50% to world market

(Chandler, 2012)

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“Selling a videogame in an international market can prove huge benefits for its creator”

(Diana Díaz Montón, 2006)

Potential marketsSouth-Eastern Asia

Eastern Europe

Latin America

Middle East

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• Publishers find ways to maximise the sales abroad by creating localised versions of their games.

• There is still some lack of knowledge about how to make the localisation process more efficient and smooth, yet keeping high quality standards and within budget.

• Fast pace industry → Try and Error

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Some ignorance of how the industry really works.

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• Joined in 2005

• Requirements: BA in Translation and Interpreting (or equivalent) and fond of games

• Good eye for detail

• Good communication skills

• Excellent command of their native language and good knowledge of English

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Tester’s Training within the company

• One-week training.

• Explanation of tools to use (bug-tracking).

• Reading 70-some pages documents about Games industry, Games glossary and Company guidelines.

Ready, steady... You are now a tester...

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Tester’s Learning within the company

• Enter bugs (accurately).• Spending hours playing the same (repetitive

tasks)• Use of bug tracking tools (TestTrackPro)• Format Holders Standards• Gaming skills to finish as quick as possible• Games terminology

3-4 months to reach the required level

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Shorten the training process.

Adding this knoledge at university level

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2. Academic training

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Academic training in Spain

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Academic training in UK

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Spain vs UK

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Academic profile

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3. Recommendations and Conclusions

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Theory and Practice of Games Localisation: Theory and Practice of Games Localisation: Academic Training vs Professional Reality in Academic Training vs Professional Reality in

Spain and the United KingdomSpain and the United Kingdom

Thank you!Thank you!

Jennifer Vela ValidoJennifer Vela Valido@ligeis@[email protected]

Curri Barceló Ávila@Currixan

[email protected]