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

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 examine in general explores the playful and technological features of computer-mediated conversation, this learn specializes in the options of cooperation, language simplification and authentication, lexical creativity and that means negotiation which are mostly activated in the «community of perform of players» to facilitate cross-cultural conversations. The scripted exchanges, as a substitute, are tested through the ALFA version (Analysis of Lingua Franca in Audiovisual texts), that is devised to investigate into the level to which the non-native members’ language diversifications are a part of the multimodal actualisation of the cognitive build of «non-native speakers», to which authors inn that allows you to recommended particular reactions at the a part of the receivers. eventually, 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 improvement of the outline of written ELF diversifications, to this point no longer completely explored within the literature.

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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). This entails that the dichotomy “real/virtual” accompanies players since the very beginning of their involvement in the contexts under analysis, when they generally aim at their integration in communities that include players from different nationalities and languages.

The dialogues conventionally deal with the development of strategies that could help to pursue the common aim, but at the same time participants may decide to chat about their “real”, daily actions outside the virtual world. It is also interesting to note that members may also converse about their uses of English, especially in the course of the earlier phases of their interactions, when they have to select the common language that will enable their communication. Figure 1 below, from Clash of Clans, displays how the selected video games present several windows on screen, each one being generally dedicated to specific functions, from indicating the avatar’s and guild’s stats, to providing game-related information, to displaying the chat between players in boxes that contain their usernames and messages: Figure 1.

S1: opfer S2: i m not german S3: [S5] is engländer S4: but i can speak english S2: if u speak english i ll understand S5: what is important is the communication :) S6: i find too S4: it s a wonderful clan S7: [S6] is not the best in english S6: [S5] you are the onliest who came from italian that is cool S5: cool :) S6: ;) im a german Extract (3) is the continuation of a previous conversation in German, when in the clan there were only gamers from the same country. At a certain point, S2 asks the other participants whether they can use English, which would allow him/her to join their group.

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