Gamer-generated language and the localisation of Massively Multiplayer Online Role-Playing Games
Video game localisation has received increased academic attention over the past few years. Despite the call for user-oriented research, few researchers have chosen to focus on issues that are central to end-user experience and its relation to the localised text. With the increased connectivity of gaming in general, and certain game genres in particular, gamersâ language use has become an integral aspect of the game experience. As a result, gamers have become innovative, creating and re-appropriating language, often using non-standard forms to coordinate their gameplay. This innovative and non-standard language, that I call gamer-speak, is the object of my research. In particular, the focus is on the gamer-speak generated by French gamers during group play of two localised Massively Multiplayer Online Role-Playing Games (MMORPGs): World of Warcraft and WildStar. The main aim is to investigate the phenomenon of gamer-speak in MMORPGs and examine its significance for MMORPG localisation. I achieve this through a linguistic analysis and comparison of gamer conversations, analyses of localised texts and its original counterparts, and from survey data collected from active MMORPG gamers regarding their language
Strong, S. A.
Gamer-generated language and the localisation of Massively Multiplayer Online Role-Playing Games. Video game localisation has received increased academic attention over the past few years. Despite the call for user-oriented research, few researchers have chosen to focus on issues that are central to end-user experience and its relation to the localised text. With the increased connectivity of gaming in general, and certain game genres in particular, gamersâ language use has become an integral aspect of the game experience. As a result, gamers have become innovative, creating and re-appropriating language, often using non-standard forms to coordinate their gameplay. This innovative and non-standard language, that I call gamer-speak, is the object of my research. In particular, the focus is on the gamer-speak generated by French gamers during group play of two localised Massively Multiplayer Online Role-Playing Games (MMORPGs): World of Warcraft and WildStar. The main aim is to investigate the phenomenon of gamer-speak in MMORPGs and examine its significance for MMORPG localisation. I achieve this through a linguistic analysis and comparison of gamer conversations, analyses of localised texts and its original counterparts, and from survey data collected from active MMORPG gamers regarding their language
generated language localisation massively online role_playing games video_game localisation receive increased academic attention despite call user oriented researcher choose focus issue central end user experience relation localise text increase connectivity game general certain game genre particular language_use become_integral aspect game experience become innovative create language often use non_standard form coordinate innovative non_standard language call speak object research particular_focus speak generated french group play localise massively online role_playing games world main_aim investigate phenomenon speak examine significance localisation achieve linguistic_analysis comparison conversation_analysis localise texts original counterpart survey_data collect active regard language