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 typically explores the playful and technological facets of computer-mediated communique, this research specializes in the suggestions of cooperation, language simplification and authentication, lexical creativity and that means negotiation which are quite often activated in the «community of perform of players» to facilitate cross-cultural conversations. The scripted exchanges, as a substitute, are tested by way of the ALFA version (Analysis of Lingua Franca in Audiovisual texts), that's devised to investigate into the level to which the non-native individuals’ language diversifications are a part of the multimodal actualisation of the cognitive build of «non-native speakers», to which authors inn to be able to recommended 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 reveal, this learn 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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Extra info for Analysing English as a Lingua Franca in Video Games
2 below). This kind of video games is associated in literature with Juul’s (2005) “classic model”, according to which they are “rule-based” places to which gamers feel “emotionally attached”, thus exerting “effort in order to influence the outcome” of the matches (Juul 2005: 36). This model has its limits nonetheless, since it tries to provide a universal description of an activity that is mostly personal and affected by one’s level of personal commitment and expertise (Fine 1983; Nielsen et al.
In particular, S1 is anticipating that s/he may fail the cooperative match due to his/her inexperience (in fact by saying “noob”, s/he means that s/ he is a “newbie”), and by doing so, s/he puts him/herself in a different position if compared to the existing members of the group. 3 above) when they try to access and be accepted in established communities of players (Wood / Smith 2005). By means of his/her approach, S1 means 57 that s/he cannot be blamed if the guild does not pursue its objective, if the other members accept him/her despite his/her level of expertise.
What is more, the analyses do not tend to explore the mental processes activated at the time of translating, to discuss what types of equivalence to pursue when rendering source scripts, or to consider one of the aspects that need to be further explored in the whole area of audiovisual translation studies (Antonini / Chiaro 2009: 99-100), that of audience reception. , Iaia 2014, 2015b), in fact, reveal how players approach video games, and in particular that most of them do access both source (English and even Japanese) and localised versions, being able to compare the different constructions of the source and target characterisations and not always appreciating the adaptation strategies of the original discourses.
Analysing English as a Lingua Franca in Video Games by Pietro Luigi Iaia