By Pietro Luigi Iaia
This ebook examines the English lingua-franca (ELF) makes use of in a corpus of on-line and scripted video-game interactions. whereas examine quite often explores the playful and technological features of computer-mediated conversation, this research makes a speciality of the thoughts of cooperation, language simplification and authentication, lexical creativity and that means negotiation which are typically 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 is devised to investigate into the level to which the non-native contributors’ language adaptations are a part of the multimodal actualisation of the cognitive build of «non-native speakers», to which authors lodge with the intention to suggested particular reactions at the a part of the receivers. ultimately, because the individuals’ turns in either on-line and scripted interactions are visually represented as written messages on reveal, this examine additionally contributes to the improvement of the outline of written ELF diversifications, to date no longer completely explored within the literature.
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Extra resources for Analysing English as a Lingua Franca in Video Games
For example, “your” in the first turn is not an adjective; it stands for “you’re”, and also this segment seems to be an extreme consequence of what is here surmised about the role of the reduced forms. In other words, also “your” could be intended as a peculiar construction that reproduces the sound that “you” and “are” have when they are joined – in a reduced form – in oral interactions. It is worth noticing, though, that despite the presence of these deviations, the messages are still successfully transferred from senders to recipients, as exemplified by the polite sequence of asking and answering moves, or by S1’s relaxed and sarcastic tone once his/her avatar dies due to an unknown reason.
1 Video-game studies The scholarly attention to video games concerns a number of specific topics, from those associated with technology, such as hardware and software development, to the ones related to the economic and linguistic aspects of the translations of scripts, to the analysis of how players interact in the course of online matches. Yet, the exploration of these areas of interest does not always benefit from a multidisciplinary approach, thus leaving a fragmented framework. Accordingly, the analyses do not pursue a combination between the linguistic, cognitive, socio-cultural and translation issues: for example, as for the main topic of this book – the in-game, online interactions – the main perspective is not cross-cultural, but mainly tailored to the description of the functions of the language used from the general, entertainment and “ludic” perspectives (Burn / Carr 2006; Drachen / Smith 2008; Drachen 2011), merely claiming that people cooperate by means of language in order to defeat a common enemy, or to develop strategies that will help to complete a level.
Above). This awareness is affecting linguistic and translation studies, where attention is being paid to the description and acquisition of the types of competence that are required to promote the mediation between speakers at the time of communicating, receiving and adapting one’s messages. In this light, scholars examine the extent to which the participants’ attitude favours or contrasts the mediation between the senders’ and recipients’ linguacultural backgrounds, by considering the speakers’ (and receivers’, as well) selection of the most appropriate resources that serve the final aim of the members of the multicultural communities of practice.
Analysing English as a Lingua Franca in Video Games by Pietro Luigi Iaia