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142 Pages·2016·0.82 MB·English
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li220 li220 li Linguistic Insights 220 Studies in Language and Communication This book examines the English lingua-franca (ELF) uses in a corpus of online and scripted vid- eo-game interactions. While research generally explores the playful and technological aspects s of computer-mediated communication, this e study focuses on the strategies of cooperation, m language simplification and authentication, lex- a G ical creativity and meaning negotiation that are o generally activated within the “community of e practice of gamers” to facilitate cross-cultural d i conversations. The scripted exchanges, instead, V are examined by means of the ALFA Model (Anal- n i ysis of Lingua Franca in Audiovisual texts), which a is devised to enquire into the extent to which the c n non-native participants’ language variations a are part of the multimodal actualisation of the r F cognitive construct of “non-native speakers”, to a which authors resort in order to prompt specific u g reactions on the part of the receivers. Finally, n since the participants’ turns in both online and i L scripted interactions are visually represented as a written messages on screen, this research also s contributes to the development of the descrip- a tion of written ELF variations, so far not thor- h Pietro Luigi Iaia s oughly explored in the literature. i l g n Analysing English E g n as a Lingua Franca i s y l a Pietro Luigi Iaia is Researcher of English Linguis- n in Video Games A tics and Translation at the University of Salento • (Italy) and holds a Ph.D. in English Linguistics a applied to Translation Studies. His research in- i Linguistic Features, Experiential and a terests and publications focus on the cogni- I Functional Dimensions of Online tive-semantic and socio-cultural dimensions of gi audiovisual translation, and on ELF variations in ui and Scripted Interactions cross-cultural audiovisual and computer-medi- L o ated communication. r t e i P ISBN 978-3-0343-2138-9 g n a L r e t 9 783034 321389 e www.peterlang.com P li220 li220 li Linguistic Insights 220 Studies in Language and Communication This book examines the English lingua-franca (ELF) uses in a corpus of online and scripted vid- eo-game interactions. While research generally explores the playful and technological aspects s of computer-mediated communication, this e study focuses on the strategies of cooperation, m language simplification and authentication, lex- a G ical creativity and meaning negotiation that are o generally activated within the “community of e practice of gamers” to facilitate cross-cultural d i conversations. The scripted exchanges, instead, V are examined by means of the ALFA Model (Anal- n i ysis of Lingua Franca in Audiovisual texts), which a is devised to enquire into the extent to which the c n non-native participants’ language variations a are part of the multimodal actualisation of the r F cognitive construct of “non-native speakers”, to a which authors resort in order to prompt specific u g reactions on the part of the receivers. Finally, n since the participants’ turns in both online and i L scripted interactions are visually represented as a written messages on screen, this research also s contributes to the development of the descrip- a tion of written ELF variations, so far not thor- h Pietro Luigi Iaia s oughly explored in the literature. i l g n Analysing English E g n as a Lingua Franca i s y l a Pietro Luigi Iaia is Researcher of English Linguis- n in Video Games A tics and Translation at the University of Salento • (Italy) and holds a Ph.D. in English Linguistics a applied to Translation Studies. His research in- i Linguistic Features, Experiential and a terests and publications focus on the cogni- I Functional Dimensions of Online tive-semantic and socio-cultural dimensions of gi audiovisual translation, and on ELF variations in ui and Scripted Interactions cross-cultural audiovisual and computer-medi- L o ated communication. r t e i P g n a L r e t e P Analysing English as a Lingua Franca in Video Games Linguistic Insights Studies in Language and Communication Edited by Maurizio Gotti, University of Bergamo Volume 220 AdVISORY BOARd Vijay Bhatia (Hong Kong) david Crystal (Bangor) Konrad Ehlich (Berlin / München) Jan Engberg (Aarhus) Norman Fairclough (Lancaster) John Flowerdew (Hong Kong) Ken Hyland (Hong Kong) Roger Lass (Cape Town) Matti Rissanen (Helsinki) Françoise Salager-Meyer (Mérida, Venezuela) Srikant Sarangi (Cardiff) Susan Šarcˇevi´c (Rijeka) Lawrence Solan (New York) PETER LANG Bern • Berlin • Bruxelles • Frankfurt am Main • New York • Oxford • Wien Pietro Luigi Iaia Analysing English as a Lingua Franca in Video Games Linguistic Features, Experiential and Functional dimensions of Online and Scripted Interactions PETER LANG Bern • Berlin • Bruxelles • Frankfurt am Main • New York • Oxford • Wien Bibliographic information published by die Deutsche Nationalbibliothek die deutsche Nationalbibliothek lists this publication in the deutsche National- bibliografie; detailed bibliographic data is available on the Internet at ‹http://dnb.d-nb.de›. British Library Cataloguing-in-Publication data: A catalogue record for this book is available from The British Library, Great Britain. Library of Congress Control Number: 2016952295 This publication has been funded by the University of Salento (5 per mille per la ricerca). Università del Salento – Pubblicazione finanziata con i Fondi del 5 per mille per la ricerca. ISSN 1424-8689 pb. ISSN 2235-6371 eBook ISBN 978-3-0343-2138-9 pb. ISBN 978-3-0343-2337-6 eBook ISBN 978-3-0343-2339-0 MOBI ISBN 978-3-0343-2338-3 EPUB This publication has been peer reviewed. © Peter Lang AG, International Academic Publishers, Bern 2016 Hochfeldstrasse 32, CH-3012 Bern, Switzerland [email protected], www.peterlang.com All rights reserved. All parts of this publication are protected by copyright. Any utilisation outside the strict limits of the copyright law, without the permission of the publisher, is forbidden and liable to prosecution. This applies in particular to reproductions, translations, microfilming, and storage and processing in electronic retrieval systems. Contents Introduction ...........................................................................................7 1. Book objectives .......................................................................9 2. Structure of the book .............................................................11 Theoretical Model 1. Exploration of English as a Lingua Franca ..................................15 1.1 English as a Lingua Franca: contextualisation ......................15 1.2 From speakers to ELF speakers ............................................18 1.3 ELF research from present to future .....................................21 2. Human dimension of Computer-Mediated Communication ........27 2.1 Video-game studies ...............................................................28 2.2 The translation of video games .............................................31 2.3 Individual and social identities in online interactions ...........33 3. An introduction to the analysis of the selected corpus of interactions ......................................................39 3.1 The socio-cultural grounds of human communication .........39 3.2 The selected corpus of video games .....................................45 3.3 Conclusions ...........................................................................47 Analysis of in-game interactions 4. Analysis of typographic deviations from standard norms .............51 4.1 Analysis of the selected corpus of interactions .....................51 4.2 Conclusions ...........................................................................60 5. Analysis of lexical and structural deviations .................................63 5.1 Analysis of the selected corpus of interactions .....................63 5.2 Actualisation of the native linguacultural background .........70 5.3 Conclusions ...........................................................................77 6. Analysis of speakers’ behaviour ....................................................79 6.1 Analysis of lexical creativity .................................................79 6.2 Analysis of speakers’ behaviour ............................................83 6.3 Conclusions ...........................................................................90 Analysis of in-game scripted interactions 7. In-game scripted interactions ........................................................95 7.1 ALFA Model: rationale .........................................................95 7.2 ALFA Model: description .....................................................97 7.3 The selected corpus of video games ...................................102 8. Analysis of in-game scripted interactions ...................................105 8.1 Analysis of Final Fantasy IX ...............................................105 8.2 Analysis of Mass Effect 2 and Mass Effect 3 .......................109 8.3 Analysis of The Elder Scrolls V: Skyrim .............................112 8.4 Analysis of Alpha Prime and League of Legends ...............115 8.5 Analysis of Dragon Quest IV: Chapters of the Chosen and Dragon Quest Heroes ......................................120 8.6 Conclusions .........................................................................123 Conclusions .......................................................................................125 1. Summary and results of the analyses ..................................125 2. Evolution of this research ....................................................128 References .........................................................................................129 6 Introduction Technological development is allowing human beings to be in touch anywhere in the world, to tear down the spatial distance by activating interactions between participants that do not need to live in the same country, or even in the same hemisphere, but who may feel that the exchange is taking place as if senders and recipients were conversing in the same room. Yet, this communicative dimension originated from the mediation of technology could not have been fully exploited, if humans had not resorted to a shared language that enables cross-cultural com- munication, and which generally coincides with English. In this sense, the international use of English has determined a shift from local speakers to cross-cultural speakers, who develop specific strategies to use, model, re-invent and re-shape this linguistic means in order to pursue specific communicative functions. The research area that goes under the label of “English as a Lingua Franca” (ELF) inves- tigates the distinguishing aspects of cross-cultural encounters, detailing the linguistic and communicative characteristics of human commu- nication when different linguacultural backgrounds interact (cf. Jen- kins 2000, 2007; Seidlhofer 2011; Guido / Seidlhofer 2014). ELF research enquires into how English is constructed, modified, adapted, “authenticated” (Widdowson 1979) due to the influence of the speak- ers’ native linguistic and cultural backgrounds on the features of their lingua-franca variations. Scholars explore the influence of the political, economic, social, and cultural factors on the characteristics of the ELF variations that are actively selected and used by the participants. Aca- demic research focuses on a number of specific communicative con- texts, such as education (Mauranen 2012; Gotti 2014; Jenkins 2014), cross-cultural unequal encounters (Guido 2008) and computer-mediated business interactions (Poppi 2014). At the same time, audiovisual com- munication and translation are being included in the group of fields that are explored, in particular for the production and translation of film scripts, to investigate the rendering into dubbing and subtitles of the ELF variations found in the “migration movies” (Iaia / Sperti 2013; Iaia 2015a), which deal with the life conditions and issues of migrant work- ers and families in foreign countries. In general terms, the studies on English as a Lingua Franca contend that non-native speakers do not resort to English as a second language that is acquired through education or personal experience. In fact, their uses of English are meant to activate intercultural communication by means of an interactive relationship between the schema dimensions and the semantic, syntactic and pragmatic structures of the speakers’ native language. In other words, it is claimed that in the course of cross-cul- tural interactions, ELF speakers tend to transfer their native structures to the English variations that they use (Guido / Seidlhofer 2014: 10). In this way, some deviations from the standard norms – generally at the lexical and structural levels – should not be considered as defective English uses, but as active processes of negotiation of the meaning and structures of Standard English, in order to convey the sender’s will in the most accessible way. It seems obvious, then, that the achievement of intelligibility in cross-cultural interactions requires an effort on the part of both senders and receivers to cooperate in order to refer and infer the appropriate semantic and communicative dimensions. Hence, native and non-native speakers have specific roles to allow successful commu- nication: the latter can be seen as creative contributors that aim at pur- suing the “fullest communication possible” (Seidlhofer 2011: 18-19), justifying in this light the differences from the standard norms; native speakers are expected to show a peculiar attitude towards the deviations that inform the non-native speakers’ English variations, or towards the activation of symmetric exchanges, according to which the cooperative imperative prevails over the territorial one (Widdowson 1983). Due to the cooperative imperative, achieving a successful conveyance of the speakers’ intentionality is more important than notifying and correcting misspellings or mispronunciations, which may pass unnoticed (Mau- ranen 2012) along with the lexical and syntactic deviations. In other words, the participants in cross-cultural ELF interactions are members of communities of discourse and practice that share a common com- municative purpose (Swales 1990; Seidlhofer 2011: 87), according to which the illocutionary forces and perlocutionary effects (Austin 1962) 8

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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
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