Analysing English as a Lingua Franca in Video Games by Pietro Luigi Iaia

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 regularly explores the playful and technological facets of computer-mediated communique, this learn specializes in the innovations of cooperation, language simplification and authentication, lexical creativity and which means negotiation which are in general activated in the «community of perform of players» to facilitate cross-cultural conversations. The scripted exchanges, as a substitute, 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 members’ language adaptations are a part of the multimodal actualisation of the cognitive build of «non-native speakers», to which authors lodge so as to urged 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 study additionally contributes to the advance of the outline of written ELF adaptations, to date no longer completely explored within the literature.

Show description

Read Online or Download Analysing English as a Lingua Franca in Video Games PDF

Best video books

Les genres du cinéma (2e édition)

Le style, concept centrale dans l. a. creation cinématographique, suscite de nombreuses interrogations. remark le définir et le reconnaître ? Quelles fonctions remplit-il dans les processus de creation et de réception des motion pictures ? remark s’inscrit-il dans l’histoire du cinéma ?

Writing, Directing, and Producing Documentary Films and Videos

As Alan Rosenthal states within the preface to this re-creation of his acclaimed source for filmmakers, Writing, Directing, and generating Documentary motion pictures and movies is “a ebook approximately storytelling—how to inform nice and relocating tales approximately interesting humans, whether or not they be villains or heroes. ”  In reaction to the technological advances of the final six years and the calls for of cable television stations like Discovery and A&E, Alan Rosenthal reconsiders how one ways documentary filmmaking within the twenty-first century.

Shakespeare, The Movie: Popularizing the Plays on Film, TV, and Video

Shakespeare, The motion picture brings jointly a powerful line-up of individuals to contemplate how Shakespeare has been tailored on movie, television, and video, and explores the effect of this popularization at the canonical prestige of Shakespeare. Taking a clean examine the Bard an his position within the videos, Shakespeare, The motion picture features a collection of what's almost immediately on hand in filmic layout to the Shakespeare scholar or student, ranging throughout BBC tv productions, filmed theatre productions, and whole reveal variations by means of Kenneth Branagh and Franco Zeffirelli.

The Eyes Have It: Cinema and the Reality Effect

The Eyes Have It explores these rarified monitor moments whilst audience are faced through attractions that appear immediately most unlikely and current, synthetic and stimulating, illusory and definitive. starting with a penetrating research of 5 cornfield sequences—including The Wizard of oz., Arizona Dream, and Signs—Murray Pomerance trips via an unlimited array of cinematic moments, technical tools, and exhausting collaborations from the Thirties to the 2000s to teach how the viewer's adventure of "reality" is installed context, challenged, and willfully engaged.

Extra info for Analysing English as a Lingua Franca in Video Games

Sample text

While interacting with other players, personal identities, the “complex personal and social” constructs (Wood / Smith 2005: 52) resulting from how people perceive themselves as well as the reality that surrounds 35 them, are carried in virtual worlds and intermingle with the shared social behaviours within the virtual guilds. If individual identities are still part of online interactions, then, it follows that the communicative processes between players are ruled by cognitive and socio-cultural schemata that determine in turn how to regulate the turn-taking system, or how to face the integration of people from different linguacultural contexts.

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).

Eagleton 1991) construct that affects both the production and reception of discourse (Guido 1999: 76). Meaning is in the denotative semantic dimension of words, in the connotative sense that is conferred by senders according to their interests (Kress 1993), as well as in the receivers’ interpretation once texts are “used for purposes of communication” (van Leeuwen 2005: 5). The identification of the semantic dimensions also depends on the creation of communities of people that are connected by the same linguistic, social and cultural features (Fish 1980; Kramsch 1998).

Download PDF sample

Rated 4.80 of 5 – based on 8 votes