<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-04-17T19:10:37Z</responseDate><request verb="GetRecord" identifier="oai:www.recercat.cat:2117/394006" metadataPrefix="oai_dc">https://recercat.cat/oai/request</request><GetRecord><record><header><identifier>oai:recercat.cat:2117/394006</identifier><datestamp>2025-07-22T16:05:38Z</datestamp><setSpec>com_2072_1033</setSpec><setSpec>col_2072_452951</setSpec></header><metadata><oai_dc:dc xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:doc="http://www.lyncode.com/xoai" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
   <dc:title>Gamifying crowdsourcing as a way to translate video games</dc:title>
   <dc:creator>Nisa Sanchez, Victor</dc:creator>
   <dc:contributor>Löepfe, Lasse</dc:contributor>
   <dc:subject>Àrees temàtiques de la UPC::So, imatge i multimèdia::Creació multimèdia::Disseny de videojocs</dc:subject>
   <dc:subject>Crowdsourcing</dc:subject>
   <dc:subject>Video games--Design</dc:subject>
   <dc:subject>Gamification</dc:subject>
   <dc:subject>Crowdsourcing</dc:subject>
   <dc:subject>Translation</dc:subject>
   <dc:subject>Localization</dc:subject>
   <dc:subject>Video Games</dc:subject>
   <dc:subject>Unity</dc:subject>
   <dc:subject>C</dc:subject>
   <dc:subject>C#</dc:subject>
   <dc:subject>Proveïment participatiu</dc:subject>
   <dc:subject>Videojocs--Disseny</dc:subject>
   <dc:description>Crowdsourcing has been a creative way to overcome the problem of translating and&#xd;
localizing software, especially for smaller projects that can not afford a localization&#xd;
team. Video games are no exception to that, and some have resorted to crowdsourcing&#xd;
as an innovative way of expanding their projects to more audiences. One of the main&#xd;
problems tied to crowdsourcing is the lack of participation from the audience.&#xd;
This thesis will cover this issue by creating several project proposals that need to be&#xd;
translated by crowdsourcing, then using gamification as a way to increase audience&#xd;
participation.&#xd;
The project will follow the methodology and techniques used to create the proposals,&#xd;
then analyze their viability and scope in real life scenarios. Different methodologies will&#xd;
be explored for each proposal in order to understand to which extent gamifying&#xd;
crowdsourcing can help translate smaller projects into other languages.&#xd;
Establishing a more specific description of the proposals, two prototypes of gamified&#xd;
crowdsourcing will be developed. Whereas the first one will use a gamified modding&#xd;
forum as a way to crowdsource the translation of a game mod, the second prototype&#xd;
will implement gamified elements inside a Unity mobile game to translate parts of it in&#xd;
exchange for in-game rewards.</dc:description>
   <dc:date>2022-07-20</dc:date>
   <dc:type>Bachelor thesis</dc:type>
   <dc:identifier>https://hdl.handle.net/2117/394006</dc:identifier>
   <dc:identifier>CITM-196</dc:identifier>
   <dc:language>eng</dc:language>
   <dc:rights>https://creativecommons.org/licenses/by-nc-nd/4.0/</dc:rights>
   <dc:rights>Open Access</dc:rights>
   <dc:format>application/pdf</dc:format>
   <dc:publisher>Universitat Politècnica de Catalunya</dc:publisher>
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