Study and methods
Qualitative digital ethnography using interviews, screenshots and screen recordings, framed by New Literacy Studies.
Key findings
- Translation provides opportunities for agency, creativity and identity work in fan communities.
- The cases show language learning through peer feedback, independent inquiry and resourceful use of translation tools.
Three qualitative cases across different fandoms and language combinations.
How this work can be used
Use the study to examine fan translation as a social literacy practice and to inform activities connecting learner interests, translation and collaborative feedback.
Cite this article
Vazquez-Calvo, B., Zhang, L. T., Pascual, M., & Cassany, D. (2019). Fan translation of games, anime, and fanfiction. Language Learning & Technology, 23(1), 49–71. https://doi.org/10.64152/10125/44672
Preview the PDF
Read here, or use the PDF links above to open and save the file.
Publication details and access links checked 2026-10-07. Source record.