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Guerrilla fan translation, language learning, and metalinguistic discussion in a Catalan-speaking community of gamers

Published online by Cambridge University Press:  10 November 2020

Boris Vazquez-Calvo*
Affiliation:
The Autonomous University of Madrid, Spain (boris.vazquez@uam.es)
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Abstract

Driven by their affinity to popular culture, fans frequently engage in linguistic practices that may be conducive to language learning. This study seeks to find out how a group of Catalan-speaking gamers decided to start producing fan translations of video games from English into Catalan. Based on a digital ethnography (online interviews and observation of the group’s activity), two types of analysis were conducted: a content analysis for recurrent trends and a focused analysis of internal metalinguistic discussions on the quality of translations. Results indicate that fan translators (1) organize hierarchically with set roles and functions, (2) curate their group identity and care for the promotion of Catalan as a vehicle for cultural production, (3) learn language incidentally in three ways: while translating (ensuring the comprehension of English and the linguistic quality and creativity of the transfer into Catalan), through sharing language doubts with their peers on their Telegram group and dialogically agreeing on pragmatically acceptable English-Catalan translations, and through metalinguistic discussions on translation tests received from potential new members. The study resonates with a novel subfield in computer-assisted language learning: language learning in the digital wilds, which might be fertile ground for studies on incidental and informal language learning online. The study may also serve as inspiration for effective integration of translation into language classrooms in a manner that bridges vernacular fan translation and pedagogic translation, considering the importance of metalinguistic discussion for language learning and the sociocultural dimension of both translation and language learning.

Information

Type
Research Article
Copyright
© The Author(s), 2020. Published by Cambridge University Press on behalf of European Association for Computer Assisted Language Learning
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Table 1. Corpus of data

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Figure 1. Gamer persuading Link to adopt the role of coordinator

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Figure 2. Link arguing against romhacking

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Figure 3. Link identifying a comprehension problem and searching and verifying meaning with Google Translate

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Figure 4. Link’s attempts to translate and rephrase to fit the screen

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Figure 5. Creative adaptation of an English riddle and wordplay made by Link and a gamer from the group

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Figure 6. Link’s retrospective explanation on the dialogic process to translate creatively

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Figure 7. Gamer explaining the difficulty of translating fixed in-game strings given the different linguistic features of English/Catalan

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Figure 8. Glossary kept by Traduccions Gaming.cat for terminological coherence

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Table 2. Frequency of primary and secondary acts in exchanges about translation tests

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Table 3. Exchanges about an inaccurate translation of “résumé”

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Table 4. Exchanges about an inaccurate translation of “that won’t work”

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Table 5. Exchanges about a creative translation of “that won’t work”

Supplementary material: File

Vazquez-Calvo Supplementary Materials

Vazquez-Calvo Supplementary Materials

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