By Pietro Luigi Iaia
This e-book examines the English lingua-franca (ELF) makes use of in a corpus of on-line and scripted video-game interactions. whereas learn often explores the playful and technological facets of computer-mediated conversation, this learn specializes in the options of cooperation, language simplification and authentication, lexical creativity and which means negotiation which are usually activated in the «community of perform of avid gamers» to facilitate cross-cultural conversations. The scripted exchanges, as an alternative, 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 lodge in an effort to urged 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 monitor, this examine additionally contributes to the advance of the outline of written ELF adaptations, to date now not completely explored within the literature.
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Extra resources for Analysing English as a Lingua Franca in Video Games
1 Analysis of the selected corpus of interactions The deviations that will be detailed here are strictly related to the written channel of communication of in-game chats. In fact, these interactions allow analysts to enquire into the inclusion or omission of capital letters or apostrophes, characteristics that are included within the group of deviations that are applicable to the study of ELF exchanges. What is more, the analysis will also illustrate that despite these modifications, the communicative dimension of the interactions is mostly preserved, since even though the apostrophes are missing, or the surface structure is not correct, speakers eventually succeed in sending their messages – and hence their intentionality.
What is more, the analysis will also illustrate that despite these modifications, the communicative dimension of the interactions is mostly preserved, since even though the apostrophes are missing, or the surface structure is not correct, speakers eventually succeed in sending their messages – and hence their intentionality. The recipients’ answers and reactions seem to confirm the appropriate reception of the interlocutors’ will, and as the following examples show, obstacles to cross-cultural communication are mostly avoided.
It is not by chance indeed if there is a common perception of “international versions […] as lacklustre among gamers” (Chandler / Deming 2011: 3). Even though it seems that the prevalence of target-culture-bound transcreative strategies is a hallmark feature of the “game localiser” habitus (Bourdieu 1972; Meylaerts 2008), associated with the re-creation of source scripts, it is claimed that the analyses of audience reception would contribute to the achievement of a different awareness of the implied expectations and translation strategies.
Analysing English as a Lingua Franca in Video Games by Pietro Luigi Iaia