Literaturnachweis - Detailanzeige
Autor/inn/en | Vazquez-Calvo, Boris; Zhang, Leticia Tian; Pascual, Mariona; Cassany, Daniel |
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Titel | Fan Translation of Games, Anime, and Fanfiction |
Quelle | In: Language Learning & Technology, 23 (2019) 1, S.49-71 (23 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 1094-3501 |
Schlagwörter | Translation; Computer Games; Video Technology; Japanese; Romance Languages; Semiotics; Self Concept; Animation; Fiction; Second Language Learning; English (Second Language); Spanish; Computer Software; Computational Linguistics; Literacy; Computer Mediated Communication; Cooperation; Feedback (Response); Transfer of Training; Informal Education; Computer Simulation; Cartoons Computer game; Computerspiel; Computerspiele; Japaner; Japanisch; Romanische Sprache; Semiotik; Selbstkonzept; Fiktion; Zweitsprachenerwerb; English as second language; English; Second Language; Englisch als Zweitsprache; Spanisch; Linguistics; Computerlinguistik; Alphabetisierung; Schreib- und Lesefähigkeit; Computerkonferenz; Co-operation; Kooperation; Training; Transfer; Ausbildung; Informelle Bildung; Nichtformale Bildung; Computergrafik; Computersimulation; Zeichentrickfilm |
Abstract | 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. (As Provided). |
Anmerkungen | University of Hawaii National Foreign Language Resource Center. 1859 East-West Road #106, Honolulu, HI 96822. Tel: 808-956-9424; Fax: 808-956-5983; e-mail: llt@hawaii.edu; Web site: http://llt.msu.edu |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2020/1/01 |