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The first significant collection of research in videogame
linguistics, Approaches to Videogame Discourse features an
international array of scholars in linguistics and communication
studies exploring lexis, interaction and textuality in digital
games. In the first section, “Lexicology, Localisation and
Variation,” chapters cover productive processes surrounding gamer
slang (ludolects), creativity and borrowing across languages, as
well as industry-, genre-, game- and player-specific issues
relating to localization, legal jargon and slang. “Player
Interactions” moves on to examine communicative patterns between
videogame players, focusing in particular on (un)collaborative
language, functions and negotiations of impoliteness and issues of
power in player discourse. In the final section, “Beyond the
‘Text’,” scholars grapple with issues of multimodality,
paratextuality and transmediality in videogames in order to develop
and enrich multimodal theory, drawing on key concepts from
ludonarratology, language ideology, immersion and transmedia
studies. With implications for meaningful game design and
communication theory, Approaches to Videogame Discourse examines in
detail how video games function as means and objects of
communication; how they give rise to new vocabularies, textual
genres and discourse practices; and how they serve as rich vehicles
of ideological signification and social engagement.
The first significant collection of research in videogame
linguistics, Approaches to Videogame Discourse features an
international array of scholars in linguistics and communication
studies exploring lexis, interaction and textuality in digital
games. In the first section, "Lexicology, Localisation and
Variation," chapters cover productive processes surrounding gamer
slang (ludolects), creativity and borrowing across languages, as
well as industry-, genre-, game- and player-specific issues
relating to localization, legal jargon and slang. "Player
Interactions" moves on to examine communicative patterns between
videogame players, focusing in particular on (un)collaborative
language, functions and negotiations of impoliteness and issues of
power in player discourse. In the final section, "Beyond the
'Text'," scholars grapple with issues of multimodality,
paratextuality and transmediality in videogames in order to develop
and enrich multimodal theory, drawing on key concepts from
ludonarratology, language ideology, immersion and transmedia
studies. With implications for meaningful game design and
communication theory, Approaches to Videogame Discourse examines in
detail how video games function as means and objects of
communication; how they give rise to new vocabularies, textual
genres and discourse practices; and how they serve as rich vehicles
of ideological signification and social engagement.
This book describes three of the main problems that the
word-formation process known as conversion presents, namely those
related to its definition, its delimitation, and its
directionality. The latter constitutes, however, the main focus of
the study, which is based on a corpus of over seven hundred lexical
units and, more specifically, on 231 actual noun-verb conversion
pairs. Considering that directionality is intrinsic to conversion,
the main question is whether it is always possible to establish the
direction of conversion or whether it is possible to do so only in
some cases. Moreover, the study reveals what 'type' of
directionality is involved, that is, whether the process is
unidirectional, bidirectional or multi-directional. In order to
answer these questions, both diachronic (etymology and dates of
first records) and synchronic criteria (semantic dependence,
restriction of usage, semantic range, semantic pattern, phonetic
shape, morphologic type, stress, and the principle of relative
markedness) are analysed and assessed.
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