Online gaming and language aggression in a Tunisian Arabic context

Q2 Arts and Humanities
Khouloud Boukhris
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引用次数: 0

Abstract

Abstract This paper intends to examine the development of conflictual interactions, how they might be resolved, and the socio-cultural norms involved, by adopting an analytical framework in an online gaming context. The current paper was inspired by Kádár and Haugh’s framework as it enables me to investigate both the macro and micro aspects of (im)politeness. The study’s aim is to further examine how impoliteness, language aggression and conflict are realised in two online gaming platforms, namely Fortnite and PUBG Mobile. Thus, I will explore discursively how these phenomena are subjective in a Tunisian Arabic setting and discuss how participants reach their subjective perception of conflict in ways that do not always correspond to the supposed intentions of the ostensible offender. The results indicate that conflict is subjective as it is evaluated in different ways by different gamers and could be a result of a conflictual intention. The findings also reveal that conflict may also be created/ escalated as a result of a non-conflictual intention. Thus, this paper contributes to understanding of conflict, how impoliteness can lead to conflict and the various aspects of impoliteness/the perception of impoliteness.
突尼斯阿拉伯语环境中的在线游戏和语言攻击
本文旨在通过采用在线游戏背景下的分析框架来研究冲突互动的发展、如何解决冲突以及所涉及的社会文化规范。目前的论文受到Kádár和Haugh的框架的启发,因为它使我能够研究(im)礼貌的宏观和微观方面。这项研究的目的是进一步研究在两个在线游戏平台,即《堡垒之夜》和《绝地求生》中,不礼貌、语言攻击和冲突是如何实现的。因此,我将探讨这些现象在突尼西亚阿拉伯情境下是如何主观的,并讨论参与者如何以不总是符合表面上冒犯者的假定意图的方式达成他们对冲突的主观感知。结果表明,冲突是主观的,因为不同的玩家会以不同的方式评估它,并且可能是冲突意图的结果。研究结果还表明,冲突也可能因非冲突意图而产生/升级。因此,本文有助于理解冲突,不礼貌如何导致冲突以及不礼貌的各个方面/不礼貌的感知。
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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来源期刊
Lodz Papers in Pragmatics
Lodz Papers in Pragmatics Arts and Humanities-Language and Linguistics
CiteScore
1.10
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