5,438 research outputs found

    The discourse deictics ^ and <-- in a World of Warcraft community

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    In the written English variety used in a community of World of Warcraft players, two iconic lexical items created from symbols have undergone semantic change. The words analyzed are ^ and <--, which have shifted from iconic deictic items used for discourse reference to non-iconic epistemic meanings. ^ shifted from a discourse deictic to an affirmative of a previous utterance, and <-- shifted to a self-identifying meaning similar to a pronoun. The existence and evolution of these lexical items are related to the medium in which they were created, as their meanings are associated with a visual-spatial environment created by textual chat in the virtual world. The different meanings of ^ and <-- currently exist in polysemy in the community, and the continuum of meanings are documented using data from natural language use spanning three years. A statistical analysis is performed on the data, and a diachronic change in meaning is found; furthermore, the observed change follows the path of semantic shift processes previously documented in spoken language. © 2012 Elsevier Ltd

    Participation as a tool for interactional work on Twitter: A sociolinguistic approach to social media 'engagement'

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    This work approaches the concept of social media engagement through a lens of participation theory. Following the work of Goffman (1981) and others, this dissertation uses the concepts of the participation framework and the participant role to explore engagement as a function of participation in interaction. The purposes of this dissertation are three-fold: to model participant roles as they are built in interaction on Twitter, to discover the ways in which participation is established through the linguistic choices enacted by participants, and to demonstrate the role of the medium as an important factor influencing possibilities for participation. Using discourse analysis as a methodology, tweets from accounts associated with National Hockey League (NHL) organizations are analyzed for the linguistic resources that are used to reference interactional roles traditionally understood as “speaker” and “hearer”. In turn, the linguistic and discursive resources deployed in team tweets are used to reveal these speaker and hearer roles as more detailed and complex production and reception frameworks. The modal affordances of Twitter are also investigated as to their role in influencing the building of participation frameworks through talk, including unique linguistic forms that are available to Twitter users and possibilities for hiding or revealing participants through the Twitter screen. The findings of this investigation reveal three primary models for production frameworks for NHL accounts: an Impersonal Model that eschews identification of the parties in production roles, an Interpersonal Model that highlights the individuals involved in the interaction, and a Team Model that obscures the individual to focus on the team or organization as a primary participant. Additionally, a framework for understanding recipient audiences on Twitter is proposed, incorporating both actual and intended audiences. Consistent patterns in the language choices used to construct participatory identities for production and reception roles are demonstrated, highlighting the value of using linguistic data as a resource for investigations of participation. Finally, Twitter’s modal affordances are shown to be an integral part of the ways that users enact participatory concepts, such as co-presence and address, revealing the importance of considering the role of the medium in participation studies

    Who’s Blogging Now? Linguistic Features and Authorship Analysis in Sports Blogs

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    abstract: The field of authorship determination, previously largely falling under the umbrella of literary analysis but recently becoming a large subfield of forensic linguistics, has grown substantially over the last two decades. As its body of research and its record of successful forensic application continue to grow, this growth is paralleled by the demand for its application. However, methods which have undergone rigorous testing to show their reliability and replicability, allowing them to meet the strict Daubert criteria put forth by the US court system, have not truly been established. In this study, I set out to investigate how a list of parameters, many commonly used in the methodologies of previous researchers, would perform when used to test documents of bloggers from a sports blog, Winging It in Motown. Three prolific bloggers were chosen from the site, and a corpus of posts was created for each blogger which was then examined for each of the chosen parameters. One test document for each of the three bloggers which was not included in that blogger’s corpus was then chosen from the blog page, and these documents were examined for each of the parameters via the same methodologies as were used to examine the corpora. Once data for the corpora and all three test documents was obtained, the results were compared for similarity, and an author determination was made for each test document along each parameter. The findings indicated that overall the parameters were quite unsuccessful in determining authorship for these test documents based on the author corpora developed for the study. Only two parameters successfully identified the authors of the test documents at a rate higher than chance, and the possibility exists that other factors may be driving these successful identifications, demanding further research to confirm their validity as parameters for the purpose of authorship work.Dissertation/ThesisDoctoral Dissertation English 201

    The Female Video Game Player-character Persona and Emotional Attachment

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    This research, using online qualitative survey questions, explored how players of the PlayStation 4 console game, Horizon Zero Dawn, formed emotional attachments to characters while playing as, and assuming the persona of the female player-character, Aloy. It was found that the respondents (approximately 71% male) formed emotional attachments to the female player-character (PC) and non-player characters. Players found the characters to be realistic and well developed and they also found engaging with the storyworld via the female PC a profound experience. This research advances knowledge about video games in general and video game character attachment specifically, as well as the emerging but under-researched areas of Persona Studies and Game Studies

    Computational model of negotiation skills in virtual artificial agents

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    Negotiation skills represent crucial abilities for engaging in effective social interactions in formal and informal settings. Serious games, intelligent systems and virtual agents can provide solid tools upon which one-to-one training and assessment can be reliably made available. The aim of the present work is to fill the gap between the recent growing interest towards soft skills, and the lack of a robust and modern methodology for supporting their investigation. A computational model for the development of Enact, a 3D virtual intelligent platform for training and testing negotiation skills, will be presented. The serious game allows users to interact with simulated peers in scenarios depicting daily life situations and receive a psychological assessment and adaptive training reflecting their negotiation abilities. To pursue this goal, this work has gone through different research stages, each with a unique methodology, results and discussion described in its specific section. In the first phase, the platform was designed to operationalize the examined negotiation theory, developed and assessed. The negotiation styles considered, consistently with previous findings, have been found not to correlate with personality traits, coping strategies and perceived self-efficacy. The serious game has been widely tested for its usability and underwent two development and release stages aimed at improving its accuracy, usability and likeability. The variables measured by the platform have been found to predict in all cases at least two of the negotiation styles considered. Concerning the user feedback, the game has been judged as useful, more pleasant than the traditional test, and the perceived time spent on the game resulted significantly lower than the real time spent. In the second stage of this research, the game scenarios were used to collect a dataset of documents containing natural language negotiations between users and the virtual agents. The dataset was used to assess the correlations between the personal pronouns' use and the negotiation styles. Results showed that more engaged styles generally used pronouns with a significantly higher frequency than less engaged styles. Styles with a high concern for self showed a higher frequency of singular personal pronouns while styles with a high concern for others used significantly more relational pronouns. The corpus of documents was also used to perform multiclass classification on the negotiation styles using machine learning. Both linear (SVM) and non-linear models (MNB, CNN) performed reliably with a state-of-the-art accuracy

    LGBTQ+ Representation in Fictional Podcast Series

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    The article offers an analysis of the frequency and quality of LGBTQ+ representation in fictional podcasts. I examine how frequently and with what intent LGBTQ+ characters are included in this medium. This research aims to fill the gap in academic work on LGBTQ+ representation in podcasts. Though scholars note an increase in representation in mainstream media, LGBTQ+ media consumers, especially young people, still look to other sources for validation of their identities. Many LGBTQ+ people look to fictional podcasts as a source of quality representation, especially because podcasts are small-scale and rely on the funding, and thus the opinion, of listeners (Bottomley, 2015). In this paper, I analyze four fictional podcast series for LGBTQ+ inclusivity. I note how many LGBTQ+ characters are included and in what proportion. I assess the quality of representation in four ways: diversity, depth, and the frequency and type of stereotypical LGBTQ+ tropes. My findings show a high frequency of LGBTQ+ characters and diversity of personalities and backgrounds, opportunities for these characters to express their sexual and/or gender identities as well as LGBTQ+ trope subversions. Thus, we see that fictional podcasts, as a medium that sustains itself by listeners’ patronage, present stories that their audience can relate to. As a result, fictional podcasts create more niche stories that make connections with smaller demographics of media consumers

    Contours of Virtual Enfreakment in Fighting Game Characters

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    Characters in fighting videogames1 such as Street Fighter V and Tekken7 typically reveal a phenomenon that we define as virtual enfreakment: their bodies, costumes, and fighting styles are exaggerated (1) in a manner that emphasizes perceived exoticism and (2) to enable them to be easily visually and conceptually distinguishable from one another. Here, using both quantitative and qualitative methods, including crowd-sourced surveys and analyses of game mechanics, we report on the contours of virtual enfreakment in those games. We specifically examine differences in character design across gender, national-origin, and skin-color lines. Disappointingly but not surprisingly, we find racism and sexism manifest as stark differences in character design by gender and skin color. This has strong implications because taking on the roles of these characters can have impacts on users in the physical world, e.g., performance and engagement, behavior, and understandings of others (Lim and Harrell 2015; Şengün 2015; Yee et al. 2012, Şengün et al. 2022a; Harrell and Veeragoudar Harrell 2012; Kao and Harrell 2015; Şengün 2014; Kocur et al. 2020). Although the differences are not always straightforward, female characters and darker-skinned characters (typically, characters of color) are enfreaked differently than their light-skinned male counterparts. Our results also reveal the strategic use of “unknown” as a country of origin for villainous characters. Through our mixed-methods analysis, we examine in detail how virtual enfreakment is influenced by sexism and racism, and our findings are compatible with information about the development history of the Street Fighter and Tekken franchises. However, we also find that recent characters designed in dialogue with developers from their regions of origin are some of the least enfreaked and most positively portrayed—suggesting the possibility of designing and deploying such characters for implementing anti-bias character designs within popular videos

    "Click = Kill": textual you in ludic digital fiction

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    This article offers a close-reading of geniwate's and Deena Larsen’s satirical, ludic Flash fiction The Princess Murderer, with a specific focus on how the text implements second person narration and other forms of the textual "you" in juxtaposition with other narrational stances. We aim to explore the extent to which print-based narratological theories of the textual you apply to the text under investigation, and to outline new directions for research arising from the text's distinct (inter-)medial, literary/reflexive, and ludic qualities. Of particular interest will be the ways in which the reader and his/her role in the cybernetic feedback loop are constructed textually and interactionally. Specifically, we argue that current approaches to the "you" in digital fiction need to be expanded, particularly with respect to its metafictional potential
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