Nathalie De Sutter held a presentation on producing multilingual applications through crowd-sourcing at the Gaming Conference in Genk on 24 April 2012.
The theme of the conference was “serious gaming”. Serious games can be broadly defined as experiences that are created using educational technology theory, educational psychology, and lessons learned from the commercial digital game industry to address specific educational purposes. While commercial games are often adapted and implemented by practitioners in educational environments, serious games are designed and developed with learning as a goal from the ground up, while leveraging the tools, technologies, and successful strategies of commercial game design.
The initiators for this conference, as well as many others, see digital games, serious and otherwise, as a treasure trove for educators, learners, and researchers, embodying solid instructional strategies, providing embodied experiences, and delivering stunning and engaging multimedia experiences.
The conference was a big success, with over 200 attendees from around the world.
The presentation by Nathalie De Sutter showed the game developers in the audience how an online community can be supported by various translation technologies such as translation memories, terminology databases and machine translation, resulting in a qualitative, cheap and fast translation of product interfaces and documentation.