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Machine Translation and Gender biases in video game localisation: a corpus-based analysis
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In: https://hal.archives-ouvertes.fr/hal-03540605 ; 2022 (2022)
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Abstract:
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 Language Processing and Machine Learning has created allocation and representation biases in Neural Machine Translation [Crawford, 2017].This paper aims to analyse the percentage of gender bias resulting from the use of Google Translate, DeepL, and SmartCat when translating in-game raw content from English into French. The games DeltaRune, The Devil's Womb and The Faces of the Forest were chosen due to the presence of non-binary characters, non-sexualized characters, and female protagonists. We compared the results in order to recount and analyse the differences between these tools' output when in terms of errors related to gender. To this end, we created a parallel corpus to compare source documents and all the translations to visualise the semantic and grammatical directions of the words embeddings [Zhou; Shi; Zhao and al, 2019] and extracted the collocations and concordance lines that represented gender identity by analysing the patterns in the source language.
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Keyword:
[SHS.LANGUE]Humanities and Social Sciences/Linguistics; corpora; Gender biases; Machine Translation; Neural Machine Translation NMT; Video game Localisation
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URL: https://hal.archives-ouvertes.fr/hal-03540605/file/Machine%20Translation%20and%20Gender%20biases%20in%20video%20game%20localisation%20%281%29.pdf https://hal.archives-ouvertes.fr/hal-03540605 https://hal.archives-ouvertes.fr/hal-03540605/document
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Au cœur de la terminologie du jeu vidéo. L’absence de ressources, frein majeur pour les traducteurs
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In: ISSN: 0395-773X ; EISSN: 2272-9992 ; Traduire ; https://hal.archives-ouvertes.fr/hal-03465992 ; Traduire, Société française des traducteurs, 2021, Des jeux et des mots (2021)
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ERGONOMICS OF TOOLS’ USAGE FOR VIDEO GAME LOCALISATION
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In: Jornadas del Doctorado en Traductología, Traducción Profesional y Audiovisual 2021 ; https://hal.archives-ouvertes.fr/hal-03466616 ; Jornadas del Doctorado en Traductología, Traducción Profesional y Audiovisual 2021, Mar 2021, Valladolid, Spain ; https://eventos.uva.es/59282/detail/jornadas-del-doctorado-en-traductologia-traduccion-profesional-y-audiovisual-2021.html (2021)
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Ergonomics of tools usage for video game localisation: a user survey
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In: Critic.Cahiers de recherches interdisciplinaires sur la traduction, l'interprétation et la communication interculturelle ; https://hal.archives-ouvertes.fr/hal-03465996 ; Critic.Cahiers de recherches interdisciplinaires sur la traduction, l'interprétation et la communication interculturelle, 2021 ; https://actraductologie.org/journal/critic-2/ (2021)
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La traducción automática en la localización de videojuegos
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In: Observatoire européen du plurilinguisme ; https://hal.archives-ouvertes.fr/hal-03466000 ; Observatoire européen du plurilinguisme, 2021 ; https://www.observatoireplurilinguisme.eu/les-actions/collection-plurilinguisme/15110-traduction-automatique-et-usages-sociaux-des-langues-quelle-cons%C3%A9quences-pour-la-diversit%C3%A9-linguistique (2021)
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TOOLS FOR VIDEO GAME LOCALISATION: A USER SURVEY
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In: 11th Annual Glendon Graduate Conference in Translation Studies. Facing the Future: Translation and Technology ; https://hal.archives-ouvertes.fr/hal-03466617 ; 11th Annual Glendon Graduate Conference in Translation Studies. Facing the Future: Translation and Technology, Mar 2021, Toronto, Canada (2021)
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Machine Translation and Gender biases in video game localisation: a corpus-based analysis
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In: Colloque interdisciplinaire « Vers une robotique du traduire ? ; https://hal.archives-ouvertes.fr/hal-03466630 ; Colloque interdisciplinaire « Vers une robotique du traduire ?, Sep 2021, Strasbourg, France ; https://robotrad2020.sciencesconf.org/program (2021)
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Jeux vidéo, localisation, traduction automatique et problèmes de genre.
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In: Hispanisme et jeu vidéo ; https://hal.archives-ouvertes.fr/hal-03466618 ; Hispanisme et jeu vidéo, Jun 2021, Paris, France ; https://lisaa.u-pem.fr/fileadmin/Fichiers/LISAA/Colloque/programme_Hispanisme_et_jeux_videos_WEB.pdf (2021)
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Language and Culture in Videogames
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In: https://hal-univ-bourgogne.archives-ouvertes.fr/hal-03450912 ; 2020, https://sites.google.com/view/languageculturegames2020 (2020)
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LA TRADUCTION AUTOMATIQUE DANS LA LOCALISATION DE JEUX VIDÉO
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In: Traduction automatique et usages sociaux des langues. Quelles conséquences pour la diversité linguistique ? ; https://hal.archives-ouvertes.fr/hal-03466615 ; Traduction automatique et usages sociaux des langues. Quelles conséquences pour la diversité linguistique ?, Nov 2020, Paris, France ; https://www.observatoireplurilinguisme.eu/les-actions/colloques-de-ou-avec-l-oep/177778561-traduction-automatique-colloque/14216-programme (2020)
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