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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 study often explores the playful and technological elements of computer-mediated communique, this examine specializes in the innovations of cooperation, language simplification and authentication, lexical creativity and that means negotiation which are usually activated in the «community of perform of players» to facilitate cross-cultural conversations. The scripted exchanges, as an alternative, are tested through 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 diversifications are a part of the multimodal actualisation of the cognitive build of «non-native speakers», to which authors hotel in an effort to urged particular reactions at the a part of the receivers. ultimately, because the contributors’ turns in either on-line and scripted interactions are visually represented as written messages on display, this examine additionally contributes to the advance of the outline of written ELF diversifications, thus far now not completely explored within the literature.

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

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At the latter stage, the clash between individual and social selves is more evident, searching for hints that would help one’s integration in other groups – a process that is well represented from the psychological and sociological perspectives by the “SIDE” model (Postmes / Spear / Lea 1998). The acronym SIDE stands for “Social Identification DEinviduation”, and the model aims to justify the processes of creation and development of communities, considering in particular the identification and interpretation of the accepted behaviour when joining social groups.

This interaction between personal and social identities is therefore crucial for the creation, development and preservation of online guilds, and it is based on a notion of “perceived similarity” (Trenholm / Jensen 2000), according to which the members figure out whether or not someone has to be “one of the gang” (Wood / Smith 2005: 86). When such assumptions are applied to the theoretical background concerning human interaction (and human interaction in ELF in particular – see also Chapter 1 above), it is possible to claim that the features of the “perceived similarity” (Trenholm / Jenses 2000), as well as the people’s perception of the accepted norms within different groups, depend on the high-status participants’ will.

The notions that have been explored in this section – from Conversation Analysis to politeness – are here adopted according to the theoretical model developed in the previous chapters, which sees a peculiar interaction between the human and virtual dimensions of the communicative situations that are enabled by technology. 3 above). Specifically, by selecting Conversation Analysis, it will be possible to describe – by means of turn labels – how players use language to actualise social relationships.

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