"我用路易吉干你了!":本地多人对战视频游戏中的人格分裂

IF 1.8 1区 文学 0 LANGUAGE & LINGUISTICS
Katelyn MacDougald
{"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}
引用次数: 0

摘要

本研究调查了本地多人对战视频游戏中的人称代入感。与在线游戏不同,本地多人游戏支持多重参照点,因为玩家相互之间同时体现在三个话语场中:现实世界(物理环境)、游戏世界(虚拟环境)和游戏世界(两者之间的界面)。使用互动社会语言学框架,分析表明:(1) deictic shifts 与 frame shifts 相关;(2) complex person deixis 的模式与不同类型的 frame lamination 相关。通过这种方式,我们可以论证指代场是互动框架的组成部分,从而深入了解本地视频游戏和一般共同呈现游戏中人、时间和空间的动态变化。这一发现有助于人们更广泛地理解互动者通过共同游戏活动导航和构建新兴世界的策略。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
“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.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CiteScore
3.90
自引率
18.80%
发文量
219
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.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信