JavaScript is disabled for your browser. Some features of this site may not work without it.

    Listar

    Todo RIUMAComunidades & ColeccionesPor fecha de publicaciónAutoresTítulosMateriasTipo de publicaciónCentrosDepartamentos/InstitutosEditoresEsta colecciónPor fecha de publicaciónAutoresTítulosMateriasTipo de publicaciónCentrosDepartamentos/InstitutosEditores

    Mi cuenta

    AccederRegistro

    Estadísticas

    Ver Estadísticas de uso

    DE INTERÉS

    Datos de investigaciónReglamento de ciencia abierta de la UMAPolítica de RIUMAPolitica de datos de investigación en RIUMAOpen Policy Finder (antes Sherpa-Romeo)Dulcinea
    Preguntas frecuentesManual de usoContacto/Sugerencias
    Ver ítem 
    •   RIUMA Principal
    • Investigación
    • Artículos
    • Ver ítem
    •   RIUMA Principal
    • Investigación
    • Artículos
    • Ver ítem

    Fan translation of games, anime, and fanfiction

    • Autor
      Vazquez-Calvo, BorisAutoridad Universidad de Málaga; Zhang, Leticia Tian; Pascual, Mariona; Cassany, Daniel
    • Fecha
      2019
    • Editorial/Editor
      National Foreign Language Resource Center (NFLRC) at the University of Hawaii at Manoa
    • Palabras clave
      Lenguaje; Traducción; Etnología
    • Resumen
      Fan practices involving translation open up opportunities to explore language learning practices within the fandom (Sauro, 2017). We examine how three fans capitalize on fan translation and language learning. We consider the cases of Selo (an English–Spanish translator of games), Nino (a Japanese–Catalan fansubber of anime, and Alro (an English–Spanish translator of fanfics). A corpus was built consisting of 297 minutes of interviews, 186 screenshots of language learning events from online sites, and 213 minutes of screencast videos of online activity. Drawing upon the conceptual framework of new literacy studies (Barton, 2007), we set four themes to present fans’ literacy practices and language learning: (a) fan translation, (b) understanding the original text, (c) writing and preparing the translation, and (d) tools, resources, and collaborative online practices. Results indicated that the three informants encountered an open space for agency, creativity, and identity building and reinforcement through fan translation. Their translations provided content and represented the generators of the semiotic fabric in their fandoms (Gee, 2005). As fan translators, they learned language in multiple ways, such as peer-to-peer feedback, autodidactism, and creative uses of Google Translate. Future research may attempt to transfer knowledge from digital wilds into formal education.
    • URI
      https://hdl.handle.net/10630/23277
    • DOI
      https://dx.doi.org/10125/44672
    • Compartir
      RefworksMendeley
    Mostrar el registro completo del ítem
    Ficheros
    Vazquez-Calvo et al. - 2019 - Fan translation of games, anime and fanfiction copia.pdf (1.215Mb)
    Colecciones
    • Artículos

    Estadísticas

    REPOSITORIO INSTITUCIONAL UNIVERSIDAD DE MÁLAGA
    REPOSITORIO INSTITUCIONAL UNIVERSIDAD DE MÁLAGA
     

     

    REPOSITORIO INSTITUCIONAL UNIVERSIDAD DE MÁLAGA
    REPOSITORIO INSTITUCIONAL UNIVERSIDAD DE MÁLAGA