0000000000169905

AUTHOR

María-isabel Rivas Ginel

showing 6 related works from this author

TOOLS FOR VIDEO GAME LOCALISATION: A USER SURVEY

2021

International audience

localisationergonomicsvideo gamessurvey[SHS.LANGUE]Humanities and Social Sciences/Linguistics[SHS.LANGUE] Humanities and Social Sciences/LinguisticsComputingMilieux_MISCELLANEOUS
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Language and Culture in Videogames

2020

languagereception studieslocalisationfan studiestranslationvideogames[SHS] Humanities and Social Sciences[SHS.LANGUE] Humanities and Social Sciences/Linguisticsculture
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ERGONOMICS OF TOOLS’ USAGE FOR VIDEO GAME LOCALISATION

2021

International audience

localisationvideo gamesErgonomics[SHS.LANGUE]Humanities and Social Sciences/Linguistics[SHS.LANGUE] Humanities and Social Sciences/LinguisticsComputingMilieux_MISCELLANEOUSCAT tools
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Ergonomics of tools usage for video game localisation: a user survey

2021

This paper presents some of the results of two online surveys addressed to professionals working in localisation and video game testing, respectively. The aim is to analyse the ergonomics of CAT tools usage for game localisation by contrasting the data with current business practices and common linguistic bugs. The first survey, which received 620 complete answers from freelance and in-house professional localisers, was conceived to gather information about business practices as well as the tools they use in terms of project management software, terminology databases, specialised corpora, CAT tools, etc. The second survey received 550 complete answers and was addressed to linguistic testers…

localisationergonomicssurvey[SHS.LANGUE]Humanities and Social Sciences/Linguistics[SHS.LANGUE] Humanities and Social Sciences/Linguisticslinguistic testingComputingMilieux_MISCELLANEOUSCAT toolsvideo game
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La traducción automática en la localización de videojuegos

2021

Productivity is crucial in the video game industry and therefore, in video game localisation. During the past years, tools used for computer assisted translation, terminology management and machine translation have become essential to the trade as a solution to the increasing amount of content that needs to be translated. These systems’ performance has improved thanks, among other things, to the appearance of neural machine translation. However, what are the current practices regarding machine translation in the video game localisation sector? This paper presents the results of an online survey created in order to determine business practices, the tools that are most commonly used and wheth…

traducción automáticavideojuegos[SHS.LANGUE]Humanities and Social Sciences/Linguisticslocalización[SHS.LANGUE] Humanities and Social Sciences/LinguisticsComputingMilieux_MISCELLANEOUS
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Video Game localisation tools: a user survey

2022

The video game industry is a rising sector since its birth in the 70s and, like any sector linked to new technologies, undergoes constant development and emphasises productivity. Therefore, it is paramount to focus on the ergonomics of CAT tools, terminology databases or specialised corpora to define specific solutions to simplify the translation process. Video game localisers must face a wide variety of multimedia assets while continually adapting the content both at a non-textual level and a cultural level as “playability and immersion are the main goals of video game translation” (Bushouse 2015: 12). Another characteristic of the field is that they are forced to “work in a double-blind p…

[SHS.LANGUE] Humanities and Social Sciences/Linguistics
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