{"title":"\"我用路易吉干你了!\":本地多人对战视频游戏中的人格分裂","authors":"Katelyn MacDougald","doi":"10.1016/j.pragma.2024.10.001","DOIUrl":null,"url":null,"abstract":"<div><div>This study investigates person deixis in local multiplayer combat video game play. Unlike online gaming, local multiplayer game play supports multiple points of reference as players are mutually and simultaneously embodied within three deictic fields: the realworld (physical environment), gameworld (virtual environment), and playworld (interface between the two). The interplay between these fields is examined in talk that occurs during recorded sessions of two brothers playing <em>Super Smash Bros</em>. Using an interactional sociolinguistic framework, the analysis demonstrates (1) that deictic shifts correlate with frame shifts and (2) that patterns in complex person deixis correlate with different types of frame lamination. In this way, it is argued that deictic fields are constituents of interactive frames, offering insight into the dynamics of person, time, and space in local video game play in particular and co-present gaming in general. This finding contributes to a broader understanding of the strategies by which interactants navigate and build emergent worlds through the activity of playing together.</div></div>","PeriodicalId":16899,"journal":{"name":"Journal of Pragmatics","volume":"234 ","pages":"Pages 66-77"},"PeriodicalIF":1.8000,"publicationDate":"2024-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"“I jigglyfucked you with Luigi!”: Person deixis in local multiplayer combat video game play\",\"authors\":\"Katelyn MacDougald\",\"doi\":\"10.1016/j.pragma.2024.10.001\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><div>This study investigates person deixis in local multiplayer combat video game play. Unlike online gaming, local multiplayer game play supports multiple points of reference as players are mutually and simultaneously embodied within three deictic fields: the realworld (physical environment), gameworld (virtual environment), and playworld (interface between the two). The interplay between these fields is examined in talk that occurs during recorded sessions of two brothers playing <em>Super Smash Bros</em>. Using an interactional sociolinguistic framework, the analysis demonstrates (1) that deictic shifts correlate with frame shifts and (2) that patterns in complex person deixis correlate with different types of frame lamination. In this way, it is argued that deictic fields are constituents of interactive frames, offering insight into the dynamics of person, time, and space in local video game play in particular and co-present gaming in general. This finding contributes to a broader understanding of the strategies by which interactants navigate and build emergent worlds through the activity of playing together.</div></div>\",\"PeriodicalId\":16899,\"journal\":{\"name\":\"Journal of Pragmatics\",\"volume\":\"234 \",\"pages\":\"Pages 66-77\"},\"PeriodicalIF\":1.8000,\"publicationDate\":\"2024-11-12\",\"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/S0378216624001875\",\"RegionNum\":1,\"RegionCategory\":\"文学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"0\",\"JCRName\":\"LANGUAGE & LINGUISTICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Pragmatics","FirstCategoryId":"98","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0378216624001875","RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"LANGUAGE & LINGUISTICS","Score":null,"Total":0}
“I jigglyfucked you with Luigi!”: Person deixis in local multiplayer combat video game play
This study investigates person deixis in local multiplayer combat video game play. Unlike online gaming, local multiplayer game play supports multiple points of reference as players are mutually and simultaneously embodied within three deictic fields: the realworld (physical environment), gameworld (virtual environment), and playworld (interface between the two). The interplay between these fields is examined in talk that occurs during recorded sessions of two brothers playing Super Smash Bros. Using an interactional sociolinguistic framework, the analysis demonstrates (1) that deictic shifts correlate with frame shifts and (2) that patterns in complex person deixis correlate with different types of frame lamination. In this way, it is argued that deictic fields are constituents of interactive frames, offering insight into the dynamics of person, time, and space in local video game play in particular and co-present gaming in general. This finding contributes to a broader understanding of the strategies by which interactants navigate and build emergent worlds through the activity of playing together.
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.