Gender in video games: Creativity for inclusivity
Fuente:
arXiv
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| Autori principali: | , |
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| Natura: | Preprint |
| Pubblicazione: |
2024
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| _version_ | 1866916409366282240 |
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| author | Ginel, Maria Isabel Rivas Theroine, Sarah |
| author_facet | Ginel, Maria Isabel Rivas Theroine, Sarah |
| contents | 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. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2407_16536 |
| institution | arXiv |
| publishDate | 2024 |
| record_format | arxiv |
| spellingShingle | Gender in video games: Creativity for inclusivity Ginel, Maria Isabel Rivas Theroine, Sarah Computers and Society Human-Computer Interaction 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. |
| title | Gender in video games: Creativity for inclusivity |
| topic | Computers and Society Human-Computer Interaction |
| url | https://arxiv.org/abs/2407.16536 |