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

By Pietro Luigi Iaia

This publication examines the English lingua-franca (ELF) makes use of in a corpus of on-line and scripted video-game interactions. whereas learn quite often explores the playful and technological facets of computer-mediated verbal exchange, this research makes a speciality of the innovations of cooperation, language simplification and authentication, lexical creativity and that means negotiation which are regularly activated in the «community of perform of avid gamers» to facilitate cross-cultural conversations. The scripted exchanges, in its place, 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 contributors’ language diversifications are a part of the multimodal actualisation of the cognitive build of «non-native speakers», to which authors hotel so one can recommended particular reactions at the a part of the receivers. eventually, because the contributors’ turns in either on-line and scripted interactions are visually represented as written messages on display, this study additionally contributes to the advance of the outline of written ELF adaptations, up to now now not completely explored within the literature.

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In order to reply to this criticism, it is purported that conversation analysts act like “spectators” and not like “participants” (Hammersley 2003), trying to show that the ideological influence on their research is mitigated. In fact, it is contended that a way to avoid criticism about the validity of the results is to promote a specific approach to the analysts’ education, which has to be grounded in the need to support the mediation between the linguacultural backgrounds that come into contact.

The respect of the codified sequences of turns is one of the factors that exemplify that participants are mutually contributing to the activation of successful exchanges. Conversation Analysis is anyway criticised due to its procedure of data collection, which does not envisage the inclusion of the participants’ reflections on their uses of language. It is claimed that this method gives a “monolithic” nature (Baxter 2002) to the studies, since the results are based on the analysts’ perceptions and opinion.

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.

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