Abstract
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’ 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’ 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.
Abstrakt
Článek aplikuje teorii jazykového managementu ke zkoumání interakcí zahraničních a místních pracovníků (jednoduchý management) a jazykových strategií (organizovaný management) v desítce českých herních studií. S využitím dlouhodobých opakovaných rozhovorů se zahraničními herními vývojáři ze středovýchodní a západní Evropy a také Severní a Jižní Ameriky jsem identifikoval jazyky, které používali a s nimiž se setkávali při práci. Rozlišil jsem 3 kategorie: studia s převládající češtinou, dominantní jazykový mix a studia s převládající angličtinou. V první kategorii byla čeština identifikována jako hlavní jazyk studií a sloužila jako nástroj vylučování cizinců a skleněný strop při jejich povýšení. V druhé kategorii bylo používání jazyků rozděleno mezi angličtinu, češtinu a ostatní slovanské jazyky, což vedlo k inkluzivnějším pracovním praktikám, ale také to vyústilo v existenci separátních jazykových klastrů, které používaly angličtinu, anebo slovanské jazyky v neformální komunikaci. Ve třetí kategorii byla angličtina lingua franca, ale její nedostatečná znalost mezi Čechy byla problém jednoduchého managementu. Bylo také problematizováno dichotomické uvažování o jazycích. Ačkoliv čeština jako dominantní jazyk komplikovala najímání cizinců, společnosti zahrnovaly pracovníky do diskuze používáním jiných slovanských jazyků než češtiny. Angličtina tudíž není jediným jazykem inkluzivní komunikace, jelikož je pouze jednou z mnoha jazykových možností v českých herních společnostech.
Funding source: Charles University Grant Agency
Award Identifier / Grant number: 209523
Funding source: Developing Theories and Methods for Game Industry Research, Applied to the Czech Case
Award Identifier / Grant number: PRIMUS/21/HUM/005
Acknowledgments
I would like to express my gratitude to Tamah Sherman and Jaroslav Švelch for their helpful suggestions, corrections and comments in writing and revising this article. Also, I thank the anonymous peer reviewers and the Editor-in-Chief for their constructive and valuable comments and suggestions, helping me to write a stronger article.
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Research funding: Research for this article was supported by Charles University project PRIMUS/21/HUM/005 – Developing Theories and Methods for Game Industry Research, Applied to the Czech Case.
The study was supported by the Charles University, project GA UK No 209523.
Expatriate and remote game workers included in the study.
Respondent number | Role | Region of the home country (EE – East Europe, WE – West Europe) | Gender | Expat, remote worker |
---|---|---|---|---|
R1 | Artist | EE | Male | Remote |
R2 | Artist | EE | Male | Expat |
P3 | Designer | EE | Male | Expat |
R4 | Artist | EE | Male | Expat |
R5 | Artist | EE | Male | Expat |
R6 | Artist | EE | Female | Remote |
R7 | Artist | EE | Male | Expat |
R8 | Artist | EE | Male | Expat |
R9 | Programmer | EE | Male | Remote |
R10 | Designer | EE | Male | Remote |
R11 | Producer | EE | Female | Expat |
R12 | Artist | EE | Male | Remote |
R13 | Artist | WE | Male | Expat |
R14 | Marketing | WE | Male | Expat |
R15 | Designer | WE | Male | Expat |
R16 | Animator | WE | Male | Expat |
R17 | Designer | WE | Male | Remote |
R18 | Programmer | South America | Male | Expat |
R19 | Designer | North America | Male | Remote |
R20 | Artist | WE | Female | Expat |
R21 | Artist | WE | Male | Expat |
R22 | Designer | WE | Male | Expat |
R23 | Artist | WE | Male | Expat |
R24 | Designer | WE | Male | Expat |
R25 | Artist | WE | Male | Expat |
R26 | Programmer | WE | Male | Expat |
R27 | Artist | EE | Male | Remote |
R28 | Programmer | EE | Female | Expat |
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Articles in the same Issue
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Articles in the same Issue
- Frontmatter
- Articles
- “The team members were very tolerant”: social interactional ideologies and power in an intercultural context
- Joulu Kotona (Christmas at home): translocal multilingual practices in a Facebook music livestream during COVID-19
- 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
- Requesting at work: exploring the intercultural style hypothesis of German-English bilinguals
- Bilingual autobiographical memory: unveiling the significance of memories encoded in multiple languages