By Pietro Luigi Iaia
This booklet examines the English lingua-franca (ELF) makes use of in a corpus of on-line and scripted video-game interactions. whereas examine in most cases explores the playful and technological elements of computer-mediated verbal exchange, this learn makes a speciality of the innovations of cooperation, language simplification and authentication, lexical creativity and which means negotiation which are commonly activated in the «community of perform of players» to facilitate cross-cultural conversations. The scripted exchanges, in its place, are tested by way of the ALFA version (Analysis of Lingua Franca in Audiovisual texts), that's devised to investigate into the level to which the non-native members’ language adaptations are a part of the multimodal actualisation of the cognitive build of «non-native speakers», to which authors hotel as a way to instructed particular reactions at the a part of the receivers. ultimately, because the members’ turns in either on-line and scripted interactions are visually represented as written messages on monitor, this examine additionally contributes to the improvement of the outline of written ELF adaptations, to this point no longer completely explored within the literature.
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Additional resources for Analysing English as a Lingua Franca in Video Games
The main typographic deviation is represented by the lack of capital letters in “english”, “philippine”, and “taiwan”, but it is also worth noticing that S2 writes the subject pronoun “I” without the capital vowel – a feature that will prove very common to the written ELF exchanges here considered. Actually, S1’s turn exemplifies that the omission of capitalisation, though common, is not used by everyone. Yet, as this Chapter details, it is not possible to determine whether this feature is due to the players’ native background, or to the fact that they need more time to revise their messages, or to their status within the guild, in the sense that someone may resort to a correct spelling to actualise, by means of the typographic feature of their messages, their leading status.
As for online gaming, it is performed “on or over an Internet connection” (Crawford et al. 2011: 3) and allows players from all over the world to interact while populating “permeable places”. The forms of such contacts may coincide with the “social activities similar or identical to those in a non-virtual space” (MacCallum-Stewart 2011: 41), from cooperating or clashing in order to achieve specific objectives (Drachen / Smith 2008; Drachen 2011), to “simply chatting and gossiping” (MacCallum-Stewart 2011: 41).
This lack of mediation between the source and target linguacultural backgrounds is exemplified by the prevalence of domestication strategies in game localisation, which generally result in ideological manipulations (Iaia 2014, 2015b; Díaz Cintas / Parini / Ranzato 2016) actualised by the identification of the denotative-semantic and connotative-pragmatic dimensions of target scripts that are deemed appropriate to adapt the original illocutionary force and perlocutionary effects (Austin 1962) for the implied receivers (Iaia 2015b), due to the influence of the linguistic and cultural constructs (Fairclough 2010, 2015).
Analysing English as a Lingua Franca in Video Games by Pietro Luigi Iaia