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Language management in semi-peripheral game production: how foreign workers in Czech video game studios experience the use of English, Czech, and other Slavic languages

Identifikátory výsledku

  • Kód výsledku v IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11230%2F25%3A10502039" target="_blank" >RIV/00216208:11230/25:10502039 - isvavai.cz</a>

  • Výsledek na webu

    <a href="https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=wuR2-E33FG" target="_blank" >https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=wuR2-E33FG</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1515/multi-2024-0146" target="_blank" >10.1515/multi-2024-0146</a>

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    Language management in semi-peripheral game production: how foreign workers in Czech video game studios experience the use of English, Czech, and other Slavic languages

  • Popis výsledku v původním jazyce

    The paper applies language management theory to study the interactions of international with local workers (simple management) and language policies (organised management) in 10 Czech video game studios. By longitudinally interviewing foreign game developers from Central-Eastern and Western Europe, as well as North and South America, I identified the languages they reportedly encountered and used in their jobs. I distinguished 3 categories: Czech-dominant studios, dominant language mix, and English-dominant studios. In the first category, the Czech language was said to be the language of studio communication and to serve as an instrument of exclusion and glass ceiling for internationals&apos; promotion. In the second category, language use divided between English, Czech, and other Slavic languages, resulting in more inclusionary work practices but, Slavic versus English linguistic clusters in informal communication. In the third category, English was the lingua franca but Czechs&apos; insufficient English proficiency was identified as an issue on the micro level. Overall, a dichotomous thinking about languages was problematised. While Czech as the dominant language was detrimental for the hiring of internationals, companies managed to include workers using Slavic languages other than Czech. Thus, English was not the only language of inclusion but a one of several language choices in Czech game companies.

  • Název v anglickém jazyce

    Language management in semi-peripheral game production: how foreign workers in Czech video game studios experience the use of English, Czech, and other Slavic languages

  • Popis výsledku anglicky

    The paper applies language management theory to study the interactions of international with local workers (simple management) and language policies (organised management) in 10 Czech video game studios. By longitudinally interviewing foreign game developers from Central-Eastern and Western Europe, as well as North and South America, I identified the languages they reportedly encountered and used in their jobs. I distinguished 3 categories: Czech-dominant studios, dominant language mix, and English-dominant studios. In the first category, the Czech language was said to be the language of studio communication and to serve as an instrument of exclusion and glass ceiling for internationals&apos; promotion. In the second category, language use divided between English, Czech, and other Slavic languages, resulting in more inclusionary work practices but, Slavic versus English linguistic clusters in informal communication. In the third category, English was the lingua franca but Czechs&apos; insufficient English proficiency was identified as an issue on the micro level. Overall, a dichotomous thinking about languages was problematised. While Czech as the dominant language was detrimental for the hiring of internationals, companies managed to include workers using Slavic languages other than Czech. Thus, English was not the only language of inclusion but a one of several language choices in Czech game companies.

Klasifikace

  • Druh

    J<sub>imp</sub> - Článek v periodiku v databázi Web of Science

  • CEP obor

  • OECD FORD obor

    50802 - Media and socio-cultural communication

Návaznosti výsledku

  • Projekt

  • Návaznosti

    S - Specificky vyzkum na vysokych skolach<br>I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace

Ostatní

  • Rok uplatnění

    2025

  • Kód důvěrnosti údajů

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Údaje specifické pro druh výsledku

  • Název periodika

    Multilingua

  • ISSN

    0167-8507

  • e-ISSN

    1613-3684

  • Svazek periodika

    44

  • Číslo periodika v rámci svazku

    4

  • Stát vydavatele periodika

    DE - Spolková republika Německo

  • Počet stran výsledku

    26

  • Strana od-do

    485-510

  • Kód UT WoS článku

    001456157000001

  • EID výsledku v databázi Scopus

    2-s2.0-105001730825