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 study quite often explores the playful and technological facets of computer-mediated communique, this research specializes in the innovations of cooperation, language simplification and authentication, lexical creativity and which means negotiation which are in most cases activated in the «community of perform of avid gamers» to facilitate cross-cultural conversations. The scripted exchanges, in its place, are tested via the ALFA version (Analysis of Lingua Franca in Audiovisual texts), that's 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 hotel with the intention to suggested particular reactions at the a part of the receivers. ultimately, because the contributors’ turns in either on-line and scripted interactions are visually represented as written messages on monitor, this study additionally contributes to the improvement of the outline of written ELF adaptations, up to now no longer completely explored within the literature.
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Extra info for Analysing English as a Lingua Franca in Video Games
This conclusion is supported by how s/he reacts to S2, when the latter shows that s/ he is aware of the possibility of meeting people that do not resort to a common language. By means of his/her “get over it”, S2 means that the lack of interaction is still a possibility (undesired, but a possibility nonetheless) of online gaming, but S1’s frustration is anyway still present, as revealed by his/her suggestion that who cannot speak English should not play online matches at all. One more example is now included, in order to illustrate that the typographic deviations may be connected to the speakers’ level of knowledge of English, or to their self-perception as high-status participants.
2 Conclusions This Chapter has focused on the typographic deviations in the selected corpus of in-game interactions. In particular, it has explored the modifications to the standard structures of the reduced expressions, which are not separated by apostrophes, or which are not capitalised, as in “neednt” or “im”, which respectively replace “needn’t” and “I’m”. It has been surmised that these non-standard structures may reflect how the expressions are uttered, due to the hybrid nature of this types of computer-mediated communication.
Conversation Analysis is anyway criticised due to its procedure of data collection, which does not envisage the inclusion of the participants’ reflections on their uses of language. It is claimed that this method gives a “monolithic” nature (Baxter 2002) to the studies, since the results are based on the analysts’ perceptions and opinion. The latter description seems to create an association with the limits of Critical Discourse Analysis, which is defined “biased” (van Dijk 2001: 96) insofar as its results are affected by the investigators’ opinion about the situations that they explore.
Analysing English as a Lingua Franca in Video Games by Pietro Luigi Iaia