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E-raamat: Analysing English as a Lingua Franca in Video Games: Linguistic Features, Experiential and Functional Dimensions of Online and Scripted Interactions

  • Formaat: PDF+DRM
  • Sari: Linguistic Insights 220
  • Ilmumisaeg: 29-Sep-2016
  • Kirjastus: Peter Lang AG, Internationaler Verlag der Wissenschaften
  • Keel: eng
  • ISBN-13: 9783034323376
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  • Formaat: PDF+DRM
  • Sari: Linguistic Insights 220
  • Ilmumisaeg: 29-Sep-2016
  • Kirjastus: Peter Lang AG, Internationaler Verlag der Wissenschaften
  • Keel: eng
  • ISBN-13: 9783034323376
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This book examines the English Lingua Franca (ELF) uses in a corpus of online and scripted video-game interactions. While research generally explores the playful and technological aspects of computer-mediated communication, this study focuses on the strategies of cooperation, language simplification and authentication, lexical creativity and meaning negotiation that are generally activated within the «community of practice of gamers» to facilitate cross-cultural conversations. The scripted exchanges, instead, are examined by means of the ALFA Model (Analysis of Lingua Franca in Audiovisual texts), which is devised to enquire into the extent to which the non-native participants’ language variations are part of the multimodal actualisation of the cognitive construct of «non-native speakers», to which authors resort in order to prompt specific reactions on the part of the receivers. Finally, since the participants’ turns in both online and scripted interactions are visually represented as written messages on screen, this research also contributes to the development of the description of written ELF variations, so far not thoroughly explored in the literature.



This book focuses on the English lingua-franca uses in video-game interactions. The typographic and linguistic deviations from the standard norms are investigated, along with the cooperation strategies and status asymmetries of the participants in the online interactions, and the role of language in creating ideological representations.

Introduction 7(8)
1 Book objectives
9(2)
2 Structure of the book
11(4)
Theoretical Model
1 Exploration of English as a Lingua Franca
15(12)
1.1 English as a Lingua Franca: contextualisation
15(3)
1.2 From speakers to ELF speakers
18(3)
1.3 ELF research from present to future
21(6)
2 Human dimension of Computer-Mediated Communication
27(12)
2.1 Video-game studies
28(3)
2.2 The translation of video games
31(2)
2.3 Individual and social identities in online interactions
33(6)
3 An introduction to the analysis of the selected corpus of interactions
39(12)
3.1 The socio-cultural grounds of human communication
39(6)
3.2 The selected corpus of video games
45(2)
3.3 Conclusions
47(4)
Analysis of in-game interactions
4 Analysis of typographic deviations from standard norms
51(12)
4.1 Analysis of the selected corpus of interactions
51(9)
4.2 Conclusions
60(3)
5 Analysis of lexical and structural deviations
63(16)
5.1 Analysis of the selected corpus of interactions
63(7)
5.2 Actualisation of the native linguacultural background
70(7)
5.3 Conclusions
77(2)
6 Analysis of speakers' behaviour
79(16)
6.1 Analysis of lexical creativity
79(4)
6.2 Analysis of speakers' behaviour
83(7)
6.3 Conclusions
90(5)
Analysis of in-game scripted interactions
7 In-game scripted interactions
95(10)
7.1 ALFA Model: rationale
95(2)
7.2 ALFA Model: description
97(5)
7.3 The selected corpus of video games
102(3)
8 Analysis of in-game scripted interactions
105(20)
8.1 Analysis of Final Fantasy IX
105(4)
8.2 Analysis of Mass Effect 2 and Mass Effect 3
109(3)
8.3 Analysis of The Elder Scrolls V: Skyrim
112(3)
8.4 Analysis of Alpha Prime and League of Legends
115(5)
8.5 Analysis of Dragon Quest IV:
Chapters of the Chosen and Dragon Quest Heroes
120(3)
8.6 Conclusions
123(2)
Conclusions
125(4)
1 Summary and results of the analyses
125(3)
2 Evolution of this research
128(1)
References 129
Pietro Luigi Iaia is Researcher of English Linguistics and Translation at the University of Salento (Italy) and holds a Ph.D. in English Linguistics applied to Translation Studies. His research interests and publications focus on the cognitive-semantic and socio-cultural dimensions of audiovisual translation, and on ELF variations in cross-cultural audiovisual and computer-mediated communication.