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The semiotic ecology and linguistic complexity of an online game world

机译:网络游戏世界的符号生态学和语言复杂性

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Multiplayer online games form complex semiotic ecologies that include game-generated texts, player-to-player communication and collaboration, and associated websites that support in-game play. This article describes an exploratory study of the massively multiplayer online game (MMO) World of War craft (Wo W), with specific attention to its qualities as a setting for second language (L2) use and development. This empirical study seeks to answer the following question: What is the nature of the linguistic ecology that Wo W players are exposed to? Many studies have described the developmental opportunities presented by commercially available gaming environments (e.g., Gee, 2003, 2007), their value as sites of literacy development (e.g., Squire, 2008a; Steinkuehler, 2008), and their potential as venues for second language (L2) use and learning (e.g., Peterson, 2010; Thorne, Black, & Sykes, 2009; Thorne & Fischer, 2012; Zheng, Young, Wagner & Brewer, 2009). There are, however, numerous outstanding questions regarding the quality and complexity of the linguistic environments associated with online commercially available games. This primarily descriptive research addresses this issue and aims to finely characterize the linguistic complexity of game-presented texts (or 'quest texts') as well as player generated game-external informational and strategy websites that form the expansive semiotic ecology of WoW game play. Questionnaires and interviews with Dutch and American gamers helped to identify a variety of widely used game-external websites. This information then informed the selection of texts that were analyzed for their linguistic complexity. By analysing the linguistic complexity of the texts that players regularly engage with, this study aims to empirically assess the resources and limitations of a representative and widely played MMO as an environment for L2 development.
机译:多人在线游戏形成了复杂的符号生态,包括游戏生成的文本,玩家与玩家之间的交流与协作以及支持游戏内玩法的相关网站。本文介绍了对大型多人在线游戏(MMO)魔兽世界(Wo W)的探索性研究,并特别关注了其作为第二语言(L2)使用和开发设置的质量。这项实证研究试图回答以下问题:魔兽世界玩家所接触的语言生态学的本质是什么?许多研究已经描述了商用游戏环境(例如Gee,2003,2007)带来的发展机会,其作为扫盲发展场所的价值(例如,Squire,2008a; Steinkuehler,2008)以及作为第二语言场所的潜力。 (L2)使用和学习(例如,Peterson,2010; Thorne,Black和Sykes,2009; Thorne和Fischer,2012; Zheng,Young,Wagner和Brewer,2009)。然而,关于与在线商业游戏相关的语言环境的质量和复杂性,存在许多悬而未决的问题。这项主要的描述性研究致力于解决这一问题,旨在精细地描述游戏呈现文本(或“问题文本”)以及玩家生成的游戏外部信息和策略网站的语言复杂性,这些网站构成了魔兽世界游戏的广阔符号生态学。对荷兰和美国游戏玩家的问卷调查和访谈有助于确定各种广泛使用的游戏外部网站。然后,此信息通知选择了针对其语言复杂性进行分析的文本。通过分析玩家经常接触的文本的语言复杂性,本研究旨在通过经验评估代表性和广泛使用的MMO作为L2开发环境的资源和局限性。

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