Jeux vidéo, localisation, traduction automatique et problèmes de genre.
International audience
Au cœur de la terminologie du jeu vidéo. L’absence de ressources, frein majeur pour les traducteurs
Technologies et gestion terminologique : une etude aupres des utilisateurs L’industrie videoludique est un secteur d’activite dont la croissance n’a cesse de s’amplifier tant sur le plan economique que du point de vue professionnel depuis sa naissance dans les annees 1970. Une etude publiee sur le site specialise Newzoo.com devoile que le chiffre d’affaires du secteur a atteint les 174,9 milliards de dollars en 2020, depassant ainsi, une fois de plus, celui de l’industrie cinematographique. A...
From Games to Gamers: Poachers of Digital Realms
Symposium held in Dijon on 19-20 November 2021, following on from the online symposium "Langauge and culture in videogames", bringing together interdisciplinary perspectives on how videogames are consumed, adapted and appropriated by gamers. The session on 19/11, held in English, focused on traditional academic presentations; the session on 20/11 offered two lectures in French aimed at a broader audience as well as the launch of a LocJam (game localisation competition) open to students working from English into the language of their choice.For the complete program, see https://sites.google.com/view/from-games-to-gamers
Machine Translation and Gender biases in video game localisation: a corpus-based analysis
The video game industry has been a historically gender-biased terrain due to a higher number of male protagonists and hypersexualised representations [Dietz, 1998; Downs & Smith, 2010; Lynch et al., 2016]. Nowadays, echoing the debate on inclusive language, companies attempt to erase gender disparity by introducing main female characters as well as non-binary characters. From a technological point of view, even though recent studies show that Machine Translation remains largely unadopted by individual video game localisers [Rivas Ginel, 2021], multilanguage vendors are willing to invest in these tools to reduce costs [LIND, 2020]. However, the predominance of the masculine in Natural La…
GENDER IN VIDEO GAMES: CREATIVITY FOR INCLUSIVITY
Video game localisation, a field highly impacted by the lack of visual environment and text linearity, forces translators to create inclusive solutions in terms of gender to overcome the hurdles created by variables. This paper will introduce the specificities of this sector and present an analysis of some of those techniques extracted from parallel corpora compiled from video games that include female, transgender, non-binary, and non-sexualised characters. LE GENRE DANS LES JEUX VIDÉO : LA CRÉATIVITÉ POUR L'INCLUSIVITÉ La localisation de jeux vidéo, un domaine très impacté par l’absence d’accès au jeu ainsi que par …