Forbes Italia – Imparare le lingue coi videogame: un italiano ha convinto i college americani – di Emiliano Ragoni

Non-serious gaming, Video Game Localization, Video Game-Based Language Learning, Video Games in Foreign Language Teaching & Learning

https://forbes.it/sites/it/2018/07/04/imparare-lingue-videogame-bregni-simone/#78e7c6d78f9d

An excellent, informative article on my scholarship and teaching practices at Saint Louis University was published today on Forbes Italia. Emiliano Ragoni, the reporter, did a great job asking intelligent, insightful interview questions, and synthesized them in a well-written article.
I particularly appreciate when educators, who are also gamers (or have an interest in gaming), interview me, because we share two fundamental passions and drives in life, teaching and gaming.

Grazie Emiliano!

Image: Forbes Italia – Logo

 

My Altagram Interview & More Great Video Games that Should Be Localized in Additional Languages (Italian included, Of Course) [But are Great for ESL]

Microsoft, Nintendo, Non-serious gaming, PlayStation, Sony, Switch, Video Game Localization, Video Game-Based Language Learning, Video Games in Foreign Language Teaching & Learning, Xbox

I was delighted when Altagram (altragram.com) approached me a few weeks ago about an interview for their website/company blog. My research and teaching practices are based on commercially-available video games with high-quality localization in multiple languages. The fact that a company such as Altagram showed interest in my work gave me an awareness of related areas that my research on video game-based learning and foreign language (& culture) acquisition might impact.

In my interview (available here:
https://altagram.com/learning-languages-through-gaming-interview-with-simone-bregni/)
I make two main points:

I) Some excellent current games are, alas, not localized in Italian (nor in other major languages). Such is the case of  [quotes from the Altagram interview]:

a) “Square Enix’s Life is Strange [….] is an excellent portrayal of the life of American teens in a small, Northwestern US coastal town. Life is Strange has not been fully localized in Italian, which is really unfortunate, because I would have loved to use it in my courses, since it has many topics that would “speak” to my student population, and, more importantly, it provides opportunities to discuss and develop empathy.” [Same goes for the two other games currently out and taking place in the Life is Strange universe: Life is Strange – Before the Storm, and Captain Spirit]. 

b) Tequila Works’ The Invisible Hours: “I am also disappointed that the amazingly innovative and well-written The Invisible Hours by Tequila Works has not been fully localized in Italian. But for ESL students it is an excellent learning tool: being able to observe lip movements up close and personal, especially in VR mode on PlayStation VR, greatly enhances listening comprehension, especially given the in-game ability to review and fast-forward time at will.”

“[…]not all games are fully localized as I feel they should be. Full localization is an investment that I believe all companies should make. The interest that my research and teaching practices have generated (as of today, they have been mentioned in ninety news sources of various kinds, for general audiences, educators and gamers, all over the world) show that there currently is a high interest in video games as learning devices for foreign languages and cultures.

II) The localization of lip-syncing

“I believe that the next frontier of localization will be the localization of lip-syncing also. The market of commercially-available games as foreign language learning devices may be exploding soon, as I am inclined to believe given the positive response I received regarding my research and teaching. This spring semester I was on sabbatical in my native country Italy, and while delivering presentations and workshops at a number of European institutions, I met a number of young men and women who instantly connected with what I was talking to them about, games as foreign language tools, because those kids had experienced exactly the same: they noticed that their foreign language skills improved rapidly while playing video games.

Currently, I believe that the Assassin’s Creed series [by Ubisoft] and games by Quantic Dream are excellent examples of strong localization, which, to me, is much more than “simple” translation. High-quality localization makes every single in-game data and reference fully understandable and accessible to people from other cultures.”

Other excellent examples of video game localization are the 2013-present day Tomb Raider series by Square Enix and the Syberia series by Microïds. The latter has the merit of being suitable for most ages; it is also available also on Nintendo Switch; and it is fully localized in a wide selection of languages (out-of-the-box; the US version of Syberia I, which I own, includes Italian, German and Russian besides the “usual” English, Spanish and French).

PS: Italian Gamers who are familiar with the Final Fantasy series will catch a little typo (which I became aware of, and pointed out tonight): it was FF VIII, not VII [which was alas not localized in Italian until much later. My memory of events that happened 18-20 years ago is not as good as it used to be ;-)]
EDIT on 5/7/18: Thank you Julia Pazos at Altagram for approaching me about the interview. It was a pleasure. And thank you for your prompt edits. 

IMAGE: Life is Strange – Square Enix
Original Image by Spinoziano – PlayStation 4 PlayStation Store screen capture; Copyrighted, https://it.wikipedia.org/w/index.php?curid=6161721

Effective, High-Quality Video Game Localization & Foreign/Second Language Learning (Autonomous & Course-Based)

Microsoft, Nintendo, PlayStation, Sony, Video Game Localization, Video Game-Based Language Learning, Video Games in Foreign Language Teaching & Learning

Cinematic games, with a high emphasis on communication, contain many opportunities to reinforce a variety of grammatical forms and to explore new vocabulary through listening and reading comprehension, lexical expansion and problem solving. Each main chapter in the Assassin’s Creed series (Ubisoft), with its outstanding recreation of everyday life and culture of the specific era and geographical areas in which they are set, allows educators like me, in languages and cultures, but also in other fields such as architecture and the social sciences, to explore several aspects of life first-hand in those times and places in dynamic, immersive and interactive ways.

The Assassin’s Creed series is the perfect example of effective, high-quality localization in multiple languages. Dubbing, subtitles and menus have been effectively localized in all languages that I know well  and use regularly (Italian, English, French, Spanish), besides many others upon which I cannot comment. Another excellent example of high-quality game localization is provided by Quantic Dream in their games Heavy Rain, Beyond: Two Souls and the recently-released Detroit: Become Human. The 2013 and 2016 Tomb Raider games by Square-Enix also embody excellent examples of game localization in multiple languages.

An important limitation that I currently see, is that not all games are fully localized as I feel they should be. Full localization is an investment that I believe all companies should make. The interest that my research and teaching practices have generated (as of today, they have been mentioned in ninety news sources of various kinds for general audiences, educators and gamers all over the world) show that there currently is high interest in video games as learning devices for foreign languages and cultures.

Another limitation that I currently see is lip-syncing. Most cinematic games appear to have been created with lip-syncing designed for the English language. Observation of lip movements assists in listening comprehension. This is an important limitation until more games are created (or adapted) specifically for other markets. That said, in all cinematic games, co-speech gestures, another essential component of communication and foreign language acquisition, are excellent, and definitely provide a visual aid that enhances overall student comprehension. Although most games are currently produced with English, or, in some cases, Japanese as the main in-game language, cinematic games are, in my view, still very usable and beneficial for the acquisition of languages other than English. However, they become an outstanding tool for English as a Second Language (ESL) and Japanese language instruction.

I believe that the next frontier of localization will be the localization of lip-syncing also. The market of commercially-available games as foreign language learning devices may be exploding soon, as I am inclined to believe given the positive response I received regarding my research and teaching. This spring semester I was on sabbatical in Europe, and while delivering presentations and workshops at a number of European institutions, I met a number of young men and women who instantly connected with what I was talking to them about, games as foreign language tools, because those kids had experienced exactly the same: they noticed that their foreign language skills improved rapidly while playing video games.

Image: Intensive Italian for Gamers at SLU – Spring 2017