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