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Cultural and linguistic localization of games to bridge the digital and cultural divide in indigenous populations

Published:02 December 2014Publication History

ABSTRACT

Localization of technology is now widely applied to the preservation and revival of the culture of indigenous peoples around the world, most commonly through the translation into indigenous languages, which has been proven to increase the adoption of technology. However, this current form of localization excludes two demographic groups, which are key to the effectiveness of localization efforts in the African context: the younger generation (under the age of thirty) with an Anglo-American cultural view who have no need or interest in their indigenous culture; and the older generation (over the age of fifty) who are very knowledgeable about their indigenous culture, but have little or no knowledge on the use of a computer. This paper presents the design of a computer game engine that can be used to provide an interface for both technology and indigenous culture learning for both generations. Four indigenous Ugandan games are analyzed and identified for their attractiveness to both generations, to both rural and urban populations, and for their propensity to develop IT skills in older generations.

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  1. Cultural and linguistic localization of games to bridge the digital and cultural divide in indigenous populations

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    • Published in

      cover image ACM Other conferences
      OzCHI '14: Proceedings of the 26th Australian Computer-Human Interaction Conference on Designing Futures: the Future of Design
      December 2014
      689 pages
      ISBN:9781450306539
      DOI:10.1145/2686612
      • Conference Chair:
      • Tuck Leong

      Copyright © 2014 ACM

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 2 December 2014

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      OzCHI '14 Paper Acceptance Rate85of176submissions,48%Overall Acceptance Rate362of729submissions,50%

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