The global trade and the advent of the Internet have turned local cultural products into easily accessible entertainment worldwide, including comics, cartoons, dramas, films, video games, etc. These products undergo a wide array of different processes of translation and localization on their way to foreign audiences — from subtitles, to dubs, to edits, to full remakes, and everywhere in between — demonstrating how profit driven corporations and fan culture intersect in translation practices. Based on a 2015 course taught at Stanford University, this talk looks at how Japanese and Korean popular culture can be used to teach translation, to link theory to practice, and to challenge students to critically examine their own consumption habits.