{"title":"Social identity and implicature: Exploring the pragmatics of transgender coming out narratives in videogames","authors":"Frazer Heritage","doi":"10.1016/j.pragma.2025.07.007","DOIUrl":null,"url":null,"abstract":"<div><div>Despite being one of the most popular forms of media, videogames are an under-researched text type within linguistics. This paper examines the language used within videogames, specifically in relation to how videogame writers index the identities of transgender characters. Utilising data from the LGBTQ Video Game Archive (Shaw, 2017), which documents the history of lesbian, gay, bisexual, transgender, and queer content in games, I identify 22 videogames which contain references to transgender characters. A close qualitative reading of instances where transgender characters occur reveals two broad trends: i) there are multiple instances where such representation is unclear and ii) transgender identities are rarely overtly indexed. Within this second trend, I specifically focus on the role of implicature and inferencing in how transgender identities are constructed. That is, how these characters implicitly “come out” to the player and the shared knowledge needed to understand these implicatures. I argue that such shared knowledge is influenced by the social identities and lived experiences of the interpreter, which should be considered in the degree to which meaning<sub>NN</sub> is considered relevant. The research presented has implications for analysing more coming-out narratives and creating more connections between pragmatics, language, gender, and sexuality studies, as well as videogame/media studies.</div></div>","PeriodicalId":16899,"journal":{"name":"Journal of Pragmatics","volume":"246 ","pages":"Pages 158-169"},"PeriodicalIF":1.7000,"publicationDate":"2025-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Pragmatics","FirstCategoryId":"98","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0378216625001729","RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"LANGUAGE & LINGUISTICS","Score":null,"Total":0}
引用次数: 0
Abstract
Despite being one of the most popular forms of media, videogames are an under-researched text type within linguistics. This paper examines the language used within videogames, specifically in relation to how videogame writers index the identities of transgender characters. Utilising data from the LGBTQ Video Game Archive (Shaw, 2017), which documents the history of lesbian, gay, bisexual, transgender, and queer content in games, I identify 22 videogames which contain references to transgender characters. A close qualitative reading of instances where transgender characters occur reveals two broad trends: i) there are multiple instances where such representation is unclear and ii) transgender identities are rarely overtly indexed. Within this second trend, I specifically focus on the role of implicature and inferencing in how transgender identities are constructed. That is, how these characters implicitly “come out” to the player and the shared knowledge needed to understand these implicatures. I argue that such shared knowledge is influenced by the social identities and lived experiences of the interpreter, which should be considered in the degree to which meaningNN is considered relevant. The research presented has implications for analysing more coming-out narratives and creating more connections between pragmatics, language, gender, and sexuality studies, as well as videogame/media studies.
期刊介绍:
Since 1977, the Journal of Pragmatics has provided a forum for bringing together a wide range of research in pragmatics, including cognitive pragmatics, corpus pragmatics, experimental pragmatics, historical pragmatics, interpersonal pragmatics, multimodal pragmatics, sociopragmatics, theoretical pragmatics and related fields. Our aim is to publish innovative pragmatic scholarship from all perspectives, which contributes to theories of how speakers produce and interpret language in different contexts drawing on attested data from a wide range of languages/cultures in different parts of the world. The Journal of Pragmatics also encourages work that uses attested language data to explore the relationship between pragmatics and neighbouring research areas such as semantics, discourse analysis, conversation analysis and ethnomethodology, interactional linguistics, sociolinguistics, linguistic anthropology, media studies, psychology, sociology, and the philosophy of language. Alongside full-length articles, discussion notes and book reviews, the journal welcomes proposals for high quality special issues in all areas of pragmatics which make a significant contribution to a topical or developing area at the cutting-edge of research.