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Computer-mediated discourse of L2 players in online gaming environments
Authors
Sarinya Khattiya
Publication date
1 January 2014
Publisher
Abstract
© 2014 Dr. Sarinya KhattiyaThe intent of this study is to examine computer-mediated discourse (CMD) of second language (L2) players in Massively Multiplayer Online Games (MMOGs). Three-dimensional MMOGs have gained massive global popularity; at the end of 2014 for example, it is predicted that there will be approximately 44 million paid gaming subscribers, more than double the number of those in 2009. Although some research has been conducted to investigate language use in such environments, discourse features of L2 players remains largely unexplored. Framed by CMD and language socialization theory, this two-part study first focuses on analysis of specific discourse features of players as they first begin to interact in the MMOG World of Warcraft over a period of six months. Analysis of the online interactions showed a range of significant results between native and non-native speakers in areas of language including typography, orthography and syntax. The results of this first stage of the study were then used to generate questions to further probe the reasons behind significant differences in overall discourse patterns. Using virtual ethnography techniques, including participant observation and semi-structured interviews, the second stage of the study was to investigate how language socialization processes occur in online gaming environments. Specifically, this second study addressed a deficit of research in CMD concerning L2 players, and seeks contribute to a better understanding of processes regarding online language socialization. Overall, the two studies in a single thesis make a contribution to the rapidly growing area of computer-mediated discourse analysis with implications for online language learning, language socialization and innovative research methods in applied linguistics
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Last time updated on 06/01/2019