1887
image of Dialogic interaction between player and non-player characters in animal crossing
USD
Buy:$35.00 + Taxes

Abstract

Abstract

Dialogic interaction is a distinctive feature of Animal Crossing, a social simulation video game developed by Nintendo, yet, little attention has been paid to it from a discourse analytical perspective. This paper aims to explore how AC characters are characterised through language and which discourse strategies are applied to engage players. The analysis, based on a corpus of dialogues transcribed by fans of the game, relies on corpus-linguistics methodologies and can be framed within the context of ludolinguistics. The study shows that emotive language is used to create an active interaction between player and non-player characters (NPCs). Even though NPCs are minimally characterized in terms of gender, age, or social status, the collocational analysis of “I” and “you” highlights two opposite personalities interacting in the dialogues: type A, lexically represented as extroverted, dynamic, and active, and type B, represented as kind, hesitant, and passive.

Loading

Article metrics loading...

/content/journals/10.1075/ld.00136.laz
2023-01-20
2023-02-03
Loading full text...

Full text loading...

References

  1. Nintendo
    Nintendo (2001) Animal Crossing [Video Game Software].
    [Google Scholar]
  2. Nintendo
    Nintendo (2005) Animal Crossing: Wild World [Video Game Software].
    [Google Scholar]
  3. Nintendo
    Nintendo (2008) Animal Crossing: City Folk [Video Game Software].
    [Google Scholar]
  4. Nintendo
    Nintendo (2012) Animal Crossing: New Leaf [Video Game Software].
    [Google Scholar]
  5. Nintendo
    Nintendo (2020) Animal Crossing: New Horizon [Video Game Software].
    [Google Scholar]
  6. Baker, Paul
    2006Using Corpora in Discourse Analysis. London: Continuum. 10.5040/9781350933996
    https://doi.org/10.5040/9781350933996 [Google Scholar]
  7. 2014Using Corpora to Analyze Gender. London: Bloomsbury.
    [Google Scholar]
  8. Bednarek, Monika
    2018Language and Television Series: A Linguistic Approach to TV Dialogue. Cambridge: Cambridge University Press. 10.1017/9781108559553
    https://doi.org/10.1017/9781108559553 [Google Scholar]
  9. 2019 “The Multifunctionality of Swear/Taboo Words in Television Series.” InEmotion in Discourse, ed. byJ. Lachlan Mackenzie and Laura Alba-Juez, –. Amsterdam: John Benjamins. 10.1075/pbns.302.02bed
    https://doi.org/10.1075/pbns.302.02bed [Google Scholar]
  10. Benti, Behailu Shiferaw, and Georg Stadtmann
    2021 “Animal Crossing: New Horizons Meets “Maslow’s Pyramid”.” Human Behavior and Emerging Technologies(): –. 10.1002/hbe2.288
    https://doi.org/10.1002/hbe2.288 [Google Scholar]
  11. Bogost, Ian
    (2008) The Rhetoric of Video Games. MacArthur Foundation Digital Media and Learning Initiative.
    [Google Scholar]
  12. Brezina, Vaclav, Tony McEnery, and Stephen Wattam
    2015 “Collocations in Context: A New Perspective on Collocation Networks.” International Journal of Corpus Linguistics(): –. 10.1075/ijcl.20.2.01bre
    https://doi.org/10.1075/ijcl.20.2.01bre [Google Scholar]
  13. Bruti, Silvia
    2020 “Teen Talk in TV Series as a Model of Linguistic Innovation and Emotional Language”. InPop Culture in Language Education, ed. byValentin Werner, Friederike Tegge, –. London: Routledge. 10.4324/9780367808334‑3
    https://doi.org/10.4324/9780367808334-3 [Google Scholar]
  14. Carter, Ronald and Michael McCarthy
    1995 “Grammar and the Spoken Language.” Applied linguistics(): –. 10.1093/applin/16.2.141
    https://doi.org/10.1093/applin/16.2.141 [Google Scholar]
  15. Dai, Ken
    2020 Multi-Context Dependent Natural Text Generation for More Robust NPC Dialogue. Bachelor’s Thesis, Harvard College.
    [Google Scholar]
  16. Darics, Erica and Veronika Koller
    2019 “Social Actors “to Go”: An Analytical Toolkit to Explore Agency in Business Discourse and Communication.” Business and Professional Communication Quarterly(): –. 10.1177/2329490619828367
    https://doi.org/10.1177/2329490619828367 [Google Scholar]
  17. Durrant, Philip and Alice Doherty
    2010 “Are High-Frequency Collocations Psychologically Real? Investigating the Thesis of Collocational Priming.” Corpus Linguistics and Linguistic Theory(): –. 10.1515/cllt.2010.006
    https://doi.org/10.1515/cllt.2010.006 [Google Scholar]
  18. Ensslin, Astrid
    2011The Language of Gaming. Basingstoke: Palgrave MacMillan.
    [Google Scholar]
  19. Flowerdew, Lynne
    2002 “Corpus-Based Analyses in EAP.” InAcademic Discourse, ed. byJ. Flowerdew, –. London: Pearson.
    [Google Scholar]
  20. Glocker, Melanie L., Daniel D. Langleben, Kosha Ruparel, James W. Loughead, Ruben C. Gur, and Norbert Sachser
    (2009) “Baby Schema in Infant Faces Induces Cuteness Perception and Motivation for Caretaking in Adults.” Ethology(): –. 10.1111/j.1439‑0310.2008.01603.x
    https://doi.org/10.1111/j.1439-0310.2008.01603.x [Google Scholar]
  21. Grosso, Robert
    2020Animal Crossing: New Horizons Personality Guide. Techraptor, Nov. 4 2020. https://techraptor.net/gaming/guides/animal-crossing-new-horizons-personality-guide
    [Google Scholar]
  22. Halliday, Michael
    1978Language as Social Semiotic, the Social Interpretation of Language and Meaning. London: Edward Arnold.
    [Google Scholar]
  23. 1994Introduction to Functional Grammar (2nd edn.). London: Edward Arnold.
    [Google Scholar]
  24. Halliday, Michael and Christian Matthiessen
    2014Halliday’s Introduction to Functional Grammar (4th edition). London: Routledge. 10.4324/9780203783771
    https://doi.org/10.4324/9780203783771 [Google Scholar]
  25. Heritage, Frazer
    2020 “Applying Corpus Linguistics to Videogame Data: Exploring the Representation of Gender in Videogames at a Lexical Level.” Game studies().
    [Google Scholar]
  26. 2021Language, Gender and Videogames: Using Corpora to Analyse the Representation of Gender in Fantasy Videogames. London: Palgrave Macmillan. 10.1007/978‑3‑030‑74398‑7
    https://doi.org/10.1007/978-3-030-74398-7 [Google Scholar]
  27. Kim, Jin
    2014 “Interactivity, User-Generated Content and Video Game: An Ethnographic Study of Animal Crossing: Wild World.” Continuum(): –. 10.1080/10304312.2014.893984
    https://doi.org/10.1080/10304312.2014.893984 [Google Scholar]
  28. Klabbers, Jan H. G.
    2006The Magic Circle: Principles of Gaming and Simulation (2nd edition). Rotterdam: Sense Publishers.
    [Google Scholar]
  29. Köster, Almut
    2010 “Building Small Specialised Corpora.” InThe Routledge Handbook of Corpus Linguistics, ed. byAnne O’Keeffe and Michael McCarthy, –. London: Routledge. 10.4324/9780203856949.ch6
    https://doi.org/10.4324/9780203856949.ch6 [Google Scholar]
  30. Lewis, Melissa L., René Weber, and Nicholas David Bowman
    2008 ““They May Be Pixels, but Tthey’re MY Pixels:” Developing a Metric of Character Attachment in Role-Playing Video Games.” CyberPsychology & Behavior(): –. 10.1089/cpb.2007.0137
    https://doi.org/10.1089/cpb.2007.0137 [Google Scholar]
  31. McFarland, Daniel A., Dan Jurafsky, and Craig M. Rawlings
    2013 “Making the Connection: Social Bonding in Courtship Situations.” American Journal of Sociology(): –. 10.1086/670240
    https://doi.org/10.1086/670240 [Google Scholar]
  32. Nan, Dongyan, Min Hyung Park, Woomin Nam, Yerin Kim, ShaoPeng Che, and Jang Hyun Kim
    2022 “Exploring User Experience of “Animal Crossing” via Semantic Network Approach.” In16th International Conference on Ubiquitous Information Management and Communication (IMCOM), –. 10.1109/IMCOM53663.2022.9721764
    https://doi.org/10.1109/IMCOM53663.2022.9721764 [Google Scholar]
  33. Ng, Chen Feng
    2019 “A Video Game Course to Supplement a Hybrid Principles of Microeconomics Course.” The Journal of Economic Education(): –. 10.1080/00220485.2018.1551101
    https://doi.org/10.1080/00220485.2018.1551101 [Google Scholar]
  34. Nintendo Fiscal Year
    Nintendo Fiscal Year 2021Financial Results Explanatory Material (2021, May 6). Accessed: April 28, 2021. https://www.nintendo.co.jp/ir/en/finance/software/index.html
    [Google Scholar]
  35. Poole, Robert and Sydney Spangler
    2020 “‘Eco this and Recycle that’: An Ecolinguistic Analysis of a Popular Digital Simulation Game.” Critical Discourse Studies(): –. 10.1080/17405904.2019.1617177
    https://doi.org/10.1080/17405904.2019.1617177 [Google Scholar]
  36. Quaglio, Paulo
    2009Television Dialogue. Amsterdam: John Benjamins. 10.1075/scl.36
    https://doi.org/10.1075/scl.36 [Google Scholar]
  37. Rayson, Paul
    2003 Matrix: A Statistical Method and Software Tool for Linguistic Analysis through Corpus Comparison. PhD Thesis, Lancaster University.
    [Google Scholar]
  38. Reay, Emma
    2021a “Cute, Cuddly and Completely Crushable: Plushies as Avatars in Video Games.” Journal of Gaming & Virtual Worlds(): –. 10.1386/jgvw_00033_1
    https://doi.org/10.1386/jgvw_00033_1 [Google Scholar]
  39. 2021b “The Child in Games: Representations of Children in Video Games (2009–2019).” Game Studies, ().
    [Google Scholar]
  40. Scott, Mike
    2020 “WordSmith Tools, Version 8.” [Computer software]. Accessed fromLexical Analysis Software Ltd. https://www.lexically.net/wordsmith/
  41. Sinclair, John
    2004Trust the Text: Language, Corpus, and Discourse. London: Routledge. 10.4324/9780203594070
    https://doi.org/10.4324/9780203594070 [Google Scholar]
  42. van Stegeren, Judith and Mariët Theune
    2020 “Fantastic Strings and Where to Find Them: The Quest for High-Quality Video Game Text Corpora.” InAIIDE Workshops. https://ceur-ws.org/Vol-2862/paper19.pdf
    [Google Scholar]
  43. Tagliamonte, Sali A.
    2016 “So Sick or so Cool? The Language of Youth on the Internet.” Language in Society(): –. 10.1017/S0047404515000780
    https://doi.org/10.1017/S0047404515000780 [Google Scholar]
  44. Torres, Natàlia Català
    1989 “Consideraciones acerca de la pobreza expresiva de los jóvenes.” InComunicación y lenguaje juvenile, ed. byFélix Rodríguez González, –. Instituto Alicantino de Cultura Juan Gil-Albert.
    [Google Scholar]
  45. Weigand, Edda
    2010aDialogue: The Mixed Game. Amsterdam: John Benjamins. 10.1075/ds.10
    https://doi.org/10.1075/ds.10 [Google Scholar]
  46. 2010b “Language as Dialogue.” Intercultural Pragmatics(): –. 10.1515/iprg.2010.022
    https://doi.org/10.1515/iprg.2010.022 [Google Scholar]
http://instance.metastore.ingenta.com/content/journals/10.1075/ld.00136.laz
Loading
/content/journals/10.1075/ld.00136.laz
Loading

Data & Media loading...

This is a required field
Please enter a valid email address
Approval was successful
Invalid data
An Error Occurred
Approval was partially successful, following selected items could not be processed due to error