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Minako O’Hagan

Biographic Data

ID6223336
NAMEMinako O’Hagan
GIVEN NAMESMinako
FAMILY NAMEO’Hagan
SIGNATUREO’HAGAN M
AFFILIATIONSDublin City University
ORCID0000-0003-0870-0725
VERIFIEDYes
TOTAL WORKS11
TOTAL CITATIONS6
AUTHOR COUNT11
EDITOR COUNT0
FIRST PUBLICATION YEAR2007
LATEST PUBLICATION YEAR2025
H-INDEX2
  • International players’ perceptions of localization in their gameplay experiences

    Open Access•Hao Hsu, Minako O’Hagan•ARTICLE•Translation Spaces•2025

    Game localization is the complex industrial process of adapting digital games linguistically, culturally and technically, seeking to deliver a gameplay experience as close as possible to that of the original. Guided by Livingston’s (2018) Review Analysis methodology combined with thematic analysis, we tap into user reviews of the Taiwanese game Detention ( Red Candle Games 2017 ) in Simplified Chinese, English and Japanese, to gauge and compare p…

  • Privacy and everyday users of machine translation

    Open Access•Lucas Nunes Vieira, Carol O’Sullivan et al.•ARTICLE•Translation Spaces•2023

    The concept of privacy is central to technology use, but in machine translation (MT) research the meaning of privacy, and what it represents to everyday MT users, are both often left unquestioned. This article examines user conceptualisations of privacy and their implications for the understanding of human-MT interaction. It draws on the privacy literature, on an online forum and on a survey of MT users. The findings show that while users have co…

  • Indirect translation in game localization as a method of global circulation of digital artefacts

    Open Access•Minako O’Hagan•ARTICLE•Target International Journal of…•2022

    To contribute towards extending the scope of research on indirect translation, this article focuses on game localization as an overlooked site where this translation practice is relatively common. For major games developed in a language other than English (LOTE), the English version (locale) is often used as a pivot from which to generate other locales across different regions. This article investigates the motivations, challenges, and implicatio…

  • Understanding the societal impacts of machine translation

    Open Access•Lucas Nunes Vieira, Minako O’Hagan et al.•ARTICLE•Information Communication & Society•2021

    The ready availability of machine translation (MT) systems such as Google Translate has profoundly changed how society engages with multilingual communication practices. In addition to private use situations, this technology is now used to overcome language barriers in high-risk settings such as hospitals and courts. MT errors pose serious risks in environments like these, but there is little understanding of the nature of these risks and of the …

  • Contemporary global media circulation based on fan translation

    Open Access•Thandao Wongseree, Minako O’Hagan et al.•ARTICLE•Discourse Context & Media•2019•References: 10

  • Telop, Affect, and Media Design

    Open Access•Ryoko Sasamoto, Minako O’Hagan et al.•ARTICLE•Television & New Media•2016•Cited by: 3•References: 4

    Japanese and other Asian TV producers have been deploying multi-colored, and highly visible, intra-lingual captions on TV programs to enhance their appeal and to influence their viewers’ interpretations. The practice of adding these captions is far from innocent and is prone to abuse and overuse due to the lack of official guidelines and an evidence base. We conducted a multimodal analysis within the framework of relevance theory to provide an em…

  • Evolution of User-generated Translation

    Open Access•Minako O’Hagan•ARTICLE•The Journal of Internationalization…•2015

    Most conspicuous initially with Japanese anime fansubs, fan-based translation has been developing since the 1980s. In the advent of widespread availability of Web 2.0 platforms, fan translation has become a global phenomenon despite its dubious legal status. Extending the emerging interest in fansubs and scanlation in translation studies to the little discussed translation hacking by video game fans, this article brings readers‘ attention to part…

  • Game localisation as software-mediated cultural experience

    Minako O’Hagan•ARTICLE•Multilingua•2015•Cited by: 1•References: 16

    In this rapidly technologising age translation practice has been undergoing formidable changes with the implication that there is a need to expand the disciplinary scope of translation studies. Taking the case of game localisation this article problematises the role of translation as intercultural communication by focusing on cultural elements of video games. Game localisation evolved in response to the game industry’s need to distribute game sof…

  • Game Localization

    Minako O’Hagan, Carmen Mangiron et al.•BOOK•Game localization : translating…•2013

    Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to prov…

  • Leading by Example

    Armstrong Stephen, Way Andy et al.•ARTICLE•Perspectives•2007•References: 2

    This paper describes a project to investigate the scope of the application of Example‐Based Machine Translation (EBMT) to the translation of DVD subtitles and bonus material for English-German and English‐Japanese. The project focused on the development of the EBMT system and its evaluation. This was undertaken as an interdisciplinary study, combining expertise in the areas of multimedia translation, corpus linguistics and natural language proces…

  • Manga, Anime and Video Games

    Minako O’Hagan, Minako Oóhagan•ARTICLE•Perspectives•2007•Cited by: 2

    (2007). MANGA, ANIME AND VIDEO GAMES: GLOBALIZING JAPANESE CULTURAL PRODUCTION. Perspectives: Vol. 14, No. 4, pp. 242-247

  • Telop, Affect, and Media Design

    Open Access•Ryoko Sasamoto, Minako O’Hagan et al.•ARTICLE•Television & New Media•2016•Cited by: 3•References: 4

    Japanese and other Asian TV producers have been deploying multi-colored, and highly visible, intra-lingual captions on TV programs to enhance their appeal and to influence their viewers’ interpretations. The practice of adding these captions is far from innocent and is prone to abuse and overuse due to the lack of official guidelines and an evidence base. We conducted a multimodal analysis within the framework of relevance theory to provide an em…

  • Manga, Anime and Video Games

    Minako O’Hagan, Minako Oóhagan•ARTICLE•Perspectives•2007•Cited by: 2

    (2007). MANGA, ANIME AND VIDEO GAMES: GLOBALIZING JAPANESE CULTURAL PRODUCTION. Perspectives: Vol. 14, No. 4, pp. 242-247

  • Game localisation as software-mediated cultural experience

    Minako O’Hagan•ARTICLE•Multilingua•2015•Cited by: 1•References: 16

    In this rapidly technologising age translation practice has been undergoing formidable changes with the implication that there is a need to expand the disciplinary scope of translation studies. Taking the case of game localisation this article problematises the role of translation as intercultural communication by focusing on cultural elements of video games. Game localisation evolved in response to the game industry’s need to distribute game sof…

  • Leading by Example

    Armstrong Stephen, Way Andy et al.•ARTICLE•Perspectives•2007•References: 2

    This paper describes a project to investigate the scope of the application of Example‐Based Machine Translation (EBMT) to the translation of DVD subtitles and bonus material for English-German and English‐Japanese. The project focused on the development of the EBMT system and its evaluation. This was undertaken as an interdisciplinary study, combining expertise in the areas of multimedia translation, corpus linguistics and natural language proces…

  • Manga, Anime and Video Games

    Minako O’Hagan, Minako Oóhagan•ARTICLE•Perspectives•2007•Cited by: 2

    (2007). MANGA, ANIME AND VIDEO GAMES: GLOBALIZING JAPANESE CULTURAL PRODUCTION. Perspectives: Vol. 14, No. 4, pp. 242-247

  • Game Localization

    Minako O’Hagan, Carmen Mangiron et al.•BOOK•Game localization : translating…•2013

    Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to prov…

  • Evolution of User-generated Translation

    Open Access•Minako O’Hagan•ARTICLE•The Journal of Internationalization…•2015

    Most conspicuous initially with Japanese anime fansubs, fan-based translation has been developing since the 1980s. In the advent of widespread availability of Web 2.0 platforms, fan translation has become a global phenomenon despite its dubious legal status. Extending the emerging interest in fansubs and scanlation in translation studies to the little discussed translation hacking by video game fans, this article brings readers‘ attention to part…

  • Game localisation as software-mediated cultural experience

    Minako O’Hagan•ARTICLE•Multilingua•2015•Cited by: 1•References: 16

    In this rapidly technologising age translation practice has been undergoing formidable changes with the implication that there is a need to expand the disciplinary scope of translation studies. Taking the case of game localisation this article problematises the role of translation as intercultural communication by focusing on cultural elements of video games. Game localisation evolved in response to the game industry’s need to distribute game sof…

  • Telop, Affect, and Media Design

    Open Access•Ryoko Sasamoto, Minako O’Hagan et al.•ARTICLE•Television & New Media•2016•Cited by: 3•References: 4

    Japanese and other Asian TV producers have been deploying multi-colored, and highly visible, intra-lingual captions on TV programs to enhance their appeal and to influence their viewers’ interpretations. The practice of adding these captions is far from innocent and is prone to abuse and overuse due to the lack of official guidelines and an evidence base. We conducted a multimodal analysis within the framework of relevance theory to provide an em…

  • Contemporary global media circulation based on fan translation

    Open Access•Thandao Wongseree, Minako O’Hagan et al.•ARTICLE•Discourse Context & Media•2019•References: 10

  • Understanding the societal impacts of machine translation

    Open Access•Lucas Nunes Vieira, Minako O’Hagan et al.•ARTICLE•Information Communication & Society•2021

    The ready availability of machine translation (MT) systems such as Google Translate has profoundly changed how society engages with multilingual communication practices. In addition to private use situations, this technology is now used to overcome language barriers in high-risk settings such as hospitals and courts. MT errors pose serious risks in environments like these, but there is little understanding of the nature of these risks and of the …

  • Indirect translation in game localization as a method of global circulation of digital artefacts

    Open Access•Minako O’Hagan•ARTICLE•Target International Journal of…•2022

    To contribute towards extending the scope of research on indirect translation, this article focuses on game localization as an overlooked site where this translation practice is relatively common. For major games developed in a language other than English (LOTE), the English version (locale) is often used as a pivot from which to generate other locales across different regions. This article investigates the motivations, challenges, and implicatio…

  • Privacy and everyday users of machine translation

    Open Access•Lucas Nunes Vieira, Carol O’Sullivan et al.•ARTICLE•Translation Spaces•2023

    The concept of privacy is central to technology use, but in machine translation (MT) research the meaning of privacy, and what it represents to everyday MT users, are both often left unquestioned. This article examines user conceptualisations of privacy and their implications for the understanding of human-MT interaction. It draws on the privacy literature, on an online forum and on a survey of MT users. The findings show that while users have co…

  • International players’ perceptions of localization in their gameplay experiences

    Open Access•Hao Hsu, Minako O’Hagan•ARTICLE•Translation Spaces•2025

    Game localization is the complex industrial process of adapting digital games linguistically, culturally and technically, seeking to deliver a gameplay experience as close as possible to that of the original. Guided by Livingston’s (2018) Review Analysis methodology combined with thematic analysis, we tap into user reviews of the Taiwanese game Detention ( Red Candle Games 2017 ) in Simplified Chinese, English and Japanese, to gauge and compare p…

Computer Science (10 works) · Digital Games and Media (7 works) · Artificial Intelligence (5 works) · Translation Studies and Practices (5 works) · Political science (4 works) · Psychology (4 works) · Sociology (4 works) · Multimedia (3 works) · Subtitles and Audiovisual Media (3 works) · Advertising (2 works)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae