“I Cut It and I … Well Now What?”

Luke A. Rudge
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引用次数: 3

Abstract

Language, in its production and reception, allows us to perform collaborative tasks. These tasks may involve language solely, such as the sentencing of a criminal by a judge, or by using language alongside physical actions. In the world of video gaming, particularly in collaborative multiplayer situations wherein a task needs to be completed within a certain amount of time, effective collaborative communication between players is critical. This chapter presents a small-scale, preliminary study on the use of language between players cooperating to achieve a goal in a time-limited situation. Specifically, this work analyses the use of (un)collaborative language employed between players in the game Keep Talking and Nobody Explodes. Linguistic analysis is performed from two different yet complementary perspectives: via Systemic Functional Linguistics (SFL) and Conversation Analysis (CA). Both approaches have strong links regarding the use of language in context, and can analyse interactive elements of communication, but do so from different angles. This approach is taken to show, both quantitatively and qualitatively, a sample of linguistic factors that may contribute to the (un)successful completion of a collaborative task. If it is assumed that collaborative efforts and communication are precursors to greater task success (i.e. the more people work together to complete a task, the more likely it will be performed successfully, correctly, or on-time), then it may be argued that certain factors in communication exist that correlate with instances of task success or failure. In other words, certain features in communication may be understood to be ‘collaborative’ (e.g. permitting appropriate time for turn-taking) and ‘uncollaborative’ (e.g. deliberate and frequent interruptions). Nonetheless, given the preliminary nature of such an investigation in video gaming, further study is encouraged.
“我把它剪断了,然后我……现在怎么样?”
语言,在它的产生和接受中,允许我们执行协作任务。这些任务可能只涉及语言,比如法官对罪犯的判决,或者在使用语言的同时使用肢体动作。在电子游戏世界中,特别是在需要在一定时间内完成任务的多人协作情境中,玩家之间的有效协作沟通至关重要。本章对在有限时间内合作实现目标的玩家之间的语言使用进行了小规模的初步研究。具体来说,这项工作分析了游戏《Keep Talking》和《Nobody Explodes》中玩家之间使用的(非)协作语言。语言分析是从两个不同但互补的角度进行的:系统功能语言学(SFL)和会话分析(CA)。这两种方法都与语境中的语言使用有着密切的联系,并且可以分析交流中的互动因素,但从不同的角度进行分析。采用这种方法是为了从数量和质量上显示可能有助于(不)成功完成协作任务的语言因素样本。如果假设协作努力和沟通是更大任务成功的先决条件(即,越多的人一起完成任务,就越有可能成功、正确或按时完成任务),那么可能会有人认为,沟通中的某些因素与任务成功或失败的实例相关。换句话说,沟通中的某些特征可以被理解为“协作”(例如,允许适当的时间轮流)和“非协作”(例如,故意和频繁的中断)。尽管如此,考虑到此类调查在电子游戏中的初步性质,我们仍鼓励进一步研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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