Study and methods
Digital ethnography combining interviews, online observation and screen recordings of a gamer’s translation workflow.
Key findings
- Game translation involves linguistic, technical and sociocultural literacies across a network of online spaces.
- Community feedback creates situated opportunities to discuss language and revise translations.
An exploratory single-participant case study, interpreted through New Literacy Studies.
How this work can be used
Use this study in work on gaming literacies, affinity spaces and informal language learning, or as an example of studying the activity surrounding a digital text.
Cite this article
Vazquez-Calvo, B. (2018). The online ecology of literacy and language practices of a gamer. Educational Technology & Society, 21(3), 199–212. https://doi.org/10.30191/ETS.201807_21(3).0018
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Publication details and access links checked 2026-10-07. Source record.