Crowdsourcing is picking up steam in the language services market. It is currently part of the business model of a few promising startups and is in fact a working model for companies like Coursera, where massive communities of invested users are willing to voluntarily offer translation work.
But now there’s trouble in crowdsourced video game translation land. In 2010, game development and distribution company Valve Software leveraged its own multilingual communities to help translate games on its distribution platform, Steam. It launched the Steam Translation Server (STS), where anyone with a Steam account can “apply” and become part of language-grouped teams that translate games qualified to enter the program and receive free crowdsourced localizations.
Since Steam allows independent game developers to sell their games on the platform, the localization program translated what would otherwise be English-only games into several languages without large localization budgets. It also saves Valve a lot of money that would otherwise be routed to a traditional language service provider for game localization.
