Article published In: Digital Translation
Vol. 13:2 (2026) ► pp.103–124
Machine and AI translation for English-to-Korean game translation
A comparative analysis of Papago, Google Translate, DeepL, and ChatGPT
Published online: 9 July 2026
https://doi.org/10.1075/dt.25012.kim
https://doi.org/10.1075/dt.25012.kim
Abstract
This study examines the performance of various machine translation (MT) systems and a generative AI (GenAI)
translation in the context of game text translation using data from the popular racing game Need for Speed:
Unbound (Criterion Games. 2022. Need for Speed:
Unbound. Electronic Arts.). Focusing on factors such as ambiguity,
contextual disambiguation, stylistic variations, domain specific knowledge, and technical entities (e.g. placeholders), the
analysis compares human translations with outputs from Google Translate, DeepL, Papago, and ChatGPT. Three representative examples
from a game script are examined, revealing that while MT and GenAI systems can preserve lexical content, they often fail to
capture critical nuances and contextual meanings that are crucial for interactive gaming environments. The findings highlight the
need for integrating additional contextual information and domain-specific post-editing to improve MT and GenAI translation
quality for translated game texts, contributing to the broader discussion on enhancing interactive media translation.
Article outline
- 1.Introduction
- 2.Studies in game text machine translation
- 3.Methodology
- 3.1Data collection and analysis procedures
- 3.2Categorizing machine translation challenges for game text
- Ambiguity
- Contextual disambiguation
- Stylistic variation
- Domain specific knowledge
- Technical entities (placeholders)
- 4.Findings
- 4.1Ambiguity challenges
- 4.2Contextual disambiguation challenges
- 4.3Stylistic variation challenges
- 4.4Domain specific knowledge challenges
- 4.5Technical entities (placeholders) challenges
- 5.Conclusion
- 5.1Overview of findings
- 5.2Implications and future research
- 5.3Concluding remarks
- Translation Tools
References Games
References (34)
Bernal-Merino, Miguel Á. 2015. Translation and Localisation in Video
Games: Making Entertainment Software Global. New York and London: Routledge.
Bojja, Nikhil, Arun Nedunchezhian, and Pidong Wang. 2015. “Machine
translation in mobile games: Augmenting social media text normalization with incentivized
feedback.” Proceedings of the Machine Translation Summit XV: User
Track, Vol. 21, 11–16. [URL]
Brenner Judith. 2024. “The MTxGames
Project: Creative Video Games and Machine Translation–Different Post-Editing Methods in the Translation
Process.” In Proceedings of the 25th Annual Conference of the
European Association for Machine
Translation, Vol. 21, 47–48. [URL]
Brown, Lucien. 2011. Korean
Honorifics and Politeness in Second Language
Learning. Amsterdam: John Benjamins Publishing Company.
Czech, Dawid. 2013. “Challenges
in video game localization: An integrated perspective.” Explorations: A Journal of Language and
Literature 11: 3–25.
Esselink, Bert. 2000. A
Practical Guide to Localization. Amsterdam: John Benjamins Publishing Company.
Fouladi, Parisa, and Mohammad Reza Hashemi. 2025. “Cultural
Adaptation in Dubbing of Video Games: The Case of Taboo Items in Persian.” Media and
Intercultural Communication: A Multidisciplinary
Journal 3(1) 60–82.
Gorbunov, Mikhail. Head
of localisation, Social Quantum. Interview by Yulia Akhulkova. “Machine Translation for Game
Localization.” MultiLingual, June 2025. [URL]
Hansen, Damien, and Pierre-Yves Houlmont. 2022. “A
snapshot into the possibility of video game machine translation.” Proceedings of the 15th
Conference of the Association for Machine Translation in the Americas
(AMTA), Vol. 21, 257–269. [URL]
Heimburg, Eric. 2008. “Localizing
MMORPGs.” In Perspectives on
Localization, edited by Keiran J. Dunne, 135–151. John Benjamins Publishing Company.
Jooste, Wandri, Rejwanul Haque, and Andy Way. 2022. “Knowledge
distillation: A method for making neural machine translation more
efficient.” Information 13(2): 88.
Keywords Studios. “Browse
Careers.” Keywords
Studios. Accessed September 20,
2025. [URL]
Kim, Jung Yon. 2022. Actors, Networks and Skopos of
Mobile Game Localization. Doctoral dissertation, University of Roehampton, UK.
Kim, Jung Yon, Kwak, Eun Joo and Kim Dong Mie. 2024. “Analysis
of post-editing strategies for translating game headlines.” Convergence Studies in English
Language &
Literature 9(2): 203–223.
Lepre, Ornella. 2014. “Playing
with humor: The translation of humor in video games.” In Translating
Humour in Audiovisual Texts, edited by Jorge Díaz-Cintas and Josélia Neves, 499–516. Bern: Peter Lang.
Mangiron, Carmen. 2007. “Video
games localisation: Posing new challenges to the
translator.” Perspectives 14(4): 306–323.
. 2017. “Research
in game localisation: An overview.” The Journal of Internationalization and
Localization 4(2): 74–99.
. 2018. “Reception
studies in game localisation.” In Reception studies and audiovisual
translation, edited by Elena Di Giovanni and Yves Gambier, 277–296. John Benjamins Publishing Company.
Moreno García, Luis Damián, and Carme Mangiron. 2024. “Exploring
the potential of GPT-4 as an interactive transcreation assistant in game localisation: A case study on the translation of
Pokémon
names.” Perspectives, 1–18. Early
online:
Naveen, Palanichamy, and Pavel Trojovský. 2024. “Overview
and challenges of machine translation for contextually appropriate
translations.” iScience 27(10): 1–25.
Newzoo. 2025. “Top 10 countries
by game revenues.” Accessed January 20, 2025, from [URL]
O’Brien, Sharon, and Alessandra Rossetti. 2020. “Neural
machine translation and the evolution of the localisation sector: Implications for
training.” The Journal of Internationalization and
Localization 7(1–2): 95–121.
O’Hagan, Minako, and Carmen Mangiron. 2013. Game
Localization: Translating for the Global Digital Entertainment
Industry. Amsterdam: John Benjamins Publishing Company.
O’Hagan, Minako, and Heather Chandler. 2016. “Game
localization research and translation studies: Loss and gain under an interdisciplinary
lens.” In Border Crossings: Translation Studies and Other
Disciplines, edited by Yves Gambier and Luc van Doorslaer, 309–330. Amsterdam: John Benjamins Publishing Company.
Rivas Ginel, María Isabel, and Sarah Theroine. 2022. “Machine
translation and gender biases in video game localisation: A corpus-based analysis.” Journal of
Data Mining & Digital Humanities, V1.
Tarquini, Gianna. 2014. “Translating
the onscreen text blindfolded: Possibilities and
impossibilities.” In Fun for All: Translation and Accessibility
Practices in Video Games, edited by Carme Mangiron, Pilar Orero, and Minako O’Hagan, 149–174. Bern: Peter Lang.
Tavares, Célia, Laura Tallone, Luciana Oliveira, and Sandra Ribeiro. 2023. “The
challenges of teaching and assessing technical translation in an era of neural machine
translation.” Education
Sciences 13(6): 541.
Zhang, Xiaochun. 2015. Main
Actors and the Network of Digital Game Localisation in China.” Doctoral
dissertation, Universität Wien, Austria.