scholarly journals Politeness and Insult in Computer Games – From a Pragmatic Point of View

2020 ◽  
Vol 7 (1) ◽  
pp. 68-91
Author(s):  
Andrea Balogh ◽  
Ágnes Veszelszki

Abstract In line with the principle of technological determinism, the linguistic context of computer games influences the (linguistic) behaviour of millions of active gamers. This makes it important to explore gamer communication thoroughly with respect to politeness, too. Indeed, the communication of gamers during games may also affect the users’ off-game communicative situations. The international literature suggests that the quasi-anonymity of online communication and the lack or weakness of sanction make it ruder than offline communication: it involves a higher number of insults or offensive personal remarks. The paper looks at this issue, in particular by a pragmatic – politeness-centred – investigation of a particular kind of online insults. The corpus of analysis is provided by “taunts”, i.e. inbuilt instructions triggering “mocking” remarks of League of Legends (LoL), a multiple-participant online arena game. The authors interpret in-game insults in the framework of speech act theory, the Cooperative Principle (conversational and politeness maxims), face threatening, and a matrix of aims and functions. The paper wishes to be a contribution to cyberpragmatics, a pragmatically-oriented branch of Internet linguistics.

Author(s):  
Jupriono Jupriono ◽  
Ambar Andayani

Abstract. The colorful and dynamic relation between religious people in Indonesia arises not only various differences of perception, point of view, and social conflict even terrorism, but it also grows religious humor in social interaction. Religious humor includes exclusive-esoteric humor and inclusive-exoteric humor. Exclusive-esoteric humor is dominated with human perception which views that belief, ritual service and social praxis of other's are wrong, strange and shallow. Inclusive-exoteric humor is properly in the form of paradox, parody and satire of social attitude from the leader of a religion. The quality of humor from exclusive-esoteric as well as inclusive-exoteric are built by violating speech act norms in common, the cooperative principle, politeness principle, and pragmatic parameter which operate in communication of religious people in daily social interaction. Keywords: humor discourse, exclusive-esoteric humor, inclusive-exoteric humor, speech act, pragmatic parameter.


SUHUF ◽  
2017 ◽  
Vol 9 (2) ◽  
pp. 321-342
Author(s):  
Fathur Rosyid

Abstrak Kata Kunci: Pragamtik, Tindak Tutur, Implikatur, Kisah Sayyidah Maryam   Kisah Sayyidah Maryam dalam al-Qur’a>n merupakan salah-satu kisah yang menarik dikaji dengan pendekatan pragmatik. Hal ini disebabkan, secara tekstual, beliau adalah publik figur yang fenomenal, bahkan mengalahkan status sosial perempuan lainnya, sehingga namanya terdokumentasikan dalam satu surat khusus yang populer dengan sebutan ”Surat Maryam”. Kecuali itu, kisah tersebut juga termasuk kisah yang kaya dengan nuansa konteks. Sementara posisi ilmu prgamatik sendiri  merupakan disiplin keilmuan yang mengkaji satuan bahasa dari sudut pandang relasi antara konteks linguistik yang bersifat diadik dan konteks non-linguistik yang bersifat triadik. Penelitian ini hendak mengungkap dua hal; Pertama, apa yang dimaksud pragmatika al-Qur’a>n?. Kedua, bagaimana bentuk aplikasi pragmatik tindak tutur dan implikatur terhadap fragmentasi kisah kelahiran Sayyidah Maryam dalam al-Qur’an?. Tujuan kedua pertanyaan tersebut untuk memahami konsep prgamtika al-Qur’an, juga untuk mengungkap bentuk tindak tutur dan implikatur fragmentasi kisah kelahiran Sayyidah Maryam. Penelitian ini menghasilkan kesimpulan; Pertama, pragmatika al-Qur’an adalah suatu disiplin ilmu yang mengkaji al-Qur’a>n dari sudut pandang relasi antara konteks kebahasaan dengan konteks non-kebahasaan. Kedua, tindak tutur fragmentasi kisah kelahiran Sayyidah Maryam yang terdapat dalam Qs. A<li ‘Imra>n (03): 36, lokusinya berupa kalimat informatif, sementara illokusinya merupakan bentuk kalimat asertif yang bermakna mengeluh. Adapun implikaturnya sebagai pelajaran, bahwa jika segala sesuatu telah dipasrahkan sama Allah swt. maka tidak pantas mencari kesalahan atas peraturan yang telah ditetapkan-Nya.               Abstract Keywords: Pragamtik, Speech Acts, implicatures, Story of Sayyidah Maryam   The story of Sayyidah Maryam in the al-Qur'a>n is one-on-one interesting stories studied with a pragmatic approach. This is due, textually, he is a public figure who is phenomenal, even beating out other women's social status, so the name is documented in a special letter that is popularly known as "Surah Maryam". Except that, the story also included a story rich with nuances of context. While the position pragamatic science itself is a scientific discipline that examines unit of language from the perspective of the relationship between linguistic context that is both dyadic and non-linguistic context that is triadic. This research seeks to reveal two things; First, what is meant pragmatic al-Qur'a>n?. Second, how the application form pragmatics of speech acts and implicatures to fragmentation birth story of Sayyidah Maryam in the al-Qur'a>n?. The second purpose of these questions to understand the concept pragamtic al-Qur'a>n, as well as to reveal the shape of speech acts and implicatures fragmentation of the birth story of Sayyidah Maryam. This research resulted in the conclusion; First, the pragmatics of the al-Qur’a>n is a discipline that examines al-Qur'a>n from the viewpoint of the relationship between linguistic context with non-linguistic context. Second, the speech act fragmentation birth story of Sayyidah Maryam contained in Qs. A<li 'Imra>n (03): 36, locutionary acts be informative sentence, while illocutionary acts an assertive form meaningful sentences complaining. The implicature as a lesson, that if everything was handled the same God, it is inappropriate to find fault with the regulations set his.


Author(s):  
A.A. Vasiliev ◽  
◽  
Yu.V. Pechatnova ◽  

The article is devoted to a comprehensive interdisciplinary study of the term «game» and its relatively new variety – computer game. The need to use an interdisciplinary approach to the study of the term is explained by the versatility and multi-aspect nature of the phenomenon under study. The article reveals the meaning of the concept «game» in the philosophical, aesthetic, historical, cultural, linguistic, psychological, technological and legal dimensions. The research methodology includes historical, systematic methods, as well as the method of formal legal analysis. The author emphasizes the influence of the development of forms of game activity on the development of social evolution, as well as the interaction of the game and the achievements of scientific and technological progress. The relevance of studying the term «computer game» lies in the fact that computer games have become the most popular type of gaming activity and the most profitable commercial product on the modern market. In this regard, terminological certainty is necessary due to the economic feasibility and effective legal regulation of the development, implementation and use of computer games. The authors propose to identify the main features of the concept «game», in general, and the specific features of the term «computer game», in particular. Based on the set of features, the author's definition of the concept «computer game» is proposed. In order to distinguish the studied concept from related categories, the analysis of the terms «electronic game» and «video game» is carried out. In conclusion, the authors assess the approaches to the legal regulation of computer games from the point of view of domestic legislation. As a result of the analysis of the possibility of attributing a computer game to a variety of programs for electronic computers or a variety of multimedia products, the choice was made in favor of the latter. Thus, at present, in order to solve legal problems related to the development and use of a computer game, the authors propose the application of the law analogy.


SATS ◽  
2021 ◽  
Vol 22 (1) ◽  
pp. 27-48
Author(s):  
Mads Vestergaard

Abstract The article explores whether sociotechnical imaginaries of digitalization as inevitable accelerating development can be traced in Denmark’s official policy papers concerning digitalization 2015–2020. It identifies imperatives of speed, acceleration and agility equal to what has been described as a corporate data imaginary as well as tropes of an imaginary of the fourth industrial revolution and inevitable exponential technological development and disruption. The empirical analysis discovers a shift in the studied period mid-2018, before which inevitabilism is prominent and after which the focus on non-economic values increases and the aim of influencing the development, instead of adapting to it, emerges. The article then addresses how imperatives of acceleration and narratives of inevitabilism may be considered problematic from a democratic point of view employing Hartmut Rosa’s critical diagnosis of the acceleration society and the notion of discursive closure. Finally, it discusses the empirical findings in light of technological determinism and constructivism inherent in the notion of sociotechnical imaginaries and introduces a sociotechnical selectionist theory allowing both for human agency in technological development while also providing a mechanism for explaining the emergence of law-like technological trends, as Moore’s Law, at macro level.


2021 ◽  
pp. 41-47
Author(s):  
Irina Kiryshina

The article is addressed to the legal analysis of advertising placed in video games. Topical issues of the concept of advertising are touched upon from the point of view of its compliance with the legal definition enshrined in the Federal Law "On Advertising". There has been analized the distribution of advertising in video games, such as ads embedded in game content, including "product placement". In Russian legislation, there is an analogue of this category which is defined by the legislator as “references to a product, means of its individualization, about a manufacturer or seller of a product, which are organically integrated into works of science, literature or art”. The conclusion is made about the possibility of qualifying this technique as an advertisement in the absence of a sign of "organic integration". The examples of judicial and law enforcement practice of inorganic integration are considered. In such cases, the disseminated information is recognized as advertising, in respect of which the requirements of advertising legislation regarding restrictions on advertising of tobacco and alcohol, weapons and a number of other goods must be observed. There are special requirements for video games for minors in order to protect their rights. The author presents the position regarding the qualification of targeted advertising from the point of view of its compliance with such a sign of advertising as being addressed to an indefinite group of people. The conclusion is supported by the argument that personalization of an advertising message does not exclude its qualification as an advertisement. The problem of advertising distribution in computer games, including multiplayer games, carried out via the Internet, where obtaining the preliminary consent of the online game user to receive advertising is achieved by including this condition in the user agreement, is investigated. The conclusion is made about the need to improve legal regulation in the studied field.


2016 ◽  
Vol 1 (1) ◽  
Author(s):  
Ririn Linda Tunggal Sari ◽  
Sumarlam Sumarlam ◽  
Dwi Purnanto

<p>The objectives of this research are: to describe the forms of speech acts and to show the most dominant speech act and the reasons of its use; and to describe and define the politeness principle found in the the goods sale and purchase process at traditional markets in Surakarta.</p><p>This research used the descriptive qualitive method with the pragmatics approach. Its sources were conversations or dialogues. The data of the research were utterances and their contexts which contain speech acts and which apply the cooperative principle in the goods sale and purchase process at traditional markets in Surakarta, namely: <em>Pasar Gedhe</em> market, <em>Pasar Klewer</em> market, <em>Pasar Ledoksari</em> market, <em>Pasar Nusukan </em>market, and <em>Pasar Mojosongo</em> market. The collection of the data used the listening method. The data were collected through tapping, uninvolved conversation observation, recording technique, and note-taking techniques. They were analyzed by using the means-end techique. The result of the analysis was presented with informal and formal methods.</p><p>There are five types of speech act employed by the sellers and the buyers to express their intentions, namely: utterances, (b) verdictive utterances, (c) directive utterances, (d) commissive utterances, and phatic utterances<em>.</em> The most dominant speech act used in the goods sale and purchase process at traditional markets in Surakarta is commisive utterances as indicated by 88 data. In relation to the cooperative principle, in the goods sale and purchase process at traditional markets in Surakarta some speech acts adhere to the cooperative principle, but some violate it. The adherence to and violence of the cooperative principle are balanced in term of frequency i.e. 95 data for each. The latter is due to the intentions of the sellers and the buyers to show their politeness.</p><p>There are applications of the speech act theory, the cooperative principle, and the politeness in the dialogues between the sellers and the buyers in the the goods sale and purchase process at traditional markets in Surakarta</p><p><strong> </strong></p><p><strong>Keywords:    </strong>Speech act, cooperative principle, sale and purchase process, pragmatics</p>


2021 ◽  
Vol 29 (1) ◽  
pp. 34-40
Author(s):  
Tatiana A. Yanson ◽  

The article deals with the problem of the relationship between two linguistic theories: a speech genre theory and a speech act theory. The research is based on the genre of a contact excursion. From the point of view of genre studies a contact excursion is a speech genre and it can be described using the “speech genre questionnaire” proposed by T. V. Shmeleva, which includes the communicative goal of the genre, the concept of the author, the concept of the addressee, the dictum content, the image of the communicative past, the image of the communicative future, and the language embodiment. From the point of view of functional and structural classification, a contact excursion is a complex genre or a hypergenre, consisting of a number of simple genres. Within the framework of the actional or the activity approach, which is based on the speech act theory, a contact excursion can be considered as a communicative event and described using speech strategies and tactics which represent one or more speech actions, which traces to the concept of a speech act. The notion of the communicative style serves as the basis to reconcile and combine both theories.


Author(s):  
Marta Dąbrowska ◽  

Public communication in the contemporary world constitutes a multifaceted phenomenon. The Internet offers unlimited possibilities of contact and public expression, locally and globally, yet exerts its power, inducing use of the Internet lingo, loosening language norms, and encourages the use of a lingua franca, English in particular. This leads to linguistic choices that are liberating for some and difficult for others on ideological grounds, due to the norms of the discourse community, or simply because of insufficient language skills and linguistic means available. Such choices appear to particularly characterise post-colonial states, in which the co-existence of multiple local tongues with the language once imperially imposed and now owned by local users makes the web of repertoires especially complex. Such a case is no doubt India, where the use of English alongside the nationally encouraged Hindi and state languages stems not only from its historical past, but especially its present position enhanced not only by its local prestige, but also by its global status too, and also as the primary language of Online communication. The Internet, however, has also been recognised as a medium that encourages, and even revitalises, the use of local tongues, and which may manifest itself through the choice of a given language as the main medium of communication, or only a symbolic one, indicated by certain lexical or grammatical features as identity markers. It is therefore of particular interest to investigate how members of such a multilingual community, represented here by Hindi users, convey their cultural identity when interacting with friends and the general public Online, on social media sites. This study is motivated by Kachru’s (1983) classical study, and, among others, a recent discussion concerning the use of Hinglish (Kothari and Snell, eds., 2011). This paper analyses posts by Hindi users on Facebook (private profiles and fanpages) and Twitter, where personalities of users are largely known, and on YouTube, where they are often hidden, in order to identify how the users mark their Indian identity. Investigated will be Hindi lexical items, grammatical aspects and word order, cases of code-switching, and locally coloured uses of English words and spelling conventions, with an aim to establish, also from the point of view of gender preferences, the most dominating linguistic patterns found Online.


2018 ◽  
Vol 50 ◽  
pp. 01008 ◽  
Author(s):  
Olga Sergeyeva ◽  
Anna Tsareva ◽  
Nadezhda Zinoveva ◽  
Olga Kononova

The research paper addresses the issue of the impact of MMORPGs on social culture and communication skills of individuals. The mainstream discourse about computer games which take individuals away from reality and substitute the real life by the fictional one is complemented by brand new ideas, which affirm that computer games do not substitute but supplement the real life and expand its possibilities. To confirm the presented point of view we use diagnostic questionnaire of interpersonal relations by A.A. Rukavishnikov. This questionnaire is aimed to evaluate typical ways of respondent’s attitude towards other people. At this point we have 43 gamers and 29 non-gamers involved in our research, aged 18 to 57. The comparison of a user and non-user answers gives a bigger view on an overall gaming experience. In the obtained indices we note that there are no fundamental differences between MMORPGs gamers and ordinary people. During research, MMORPGs users have showed many important social interaction skills such as striving to control own actions, collaborate with others, though with a low interest in emotionally charged relationships. Authors discuss the idea about the differences between addiction and fascination among gamers.


Pragmatics ◽  
2017 ◽  
Vol 27 (1) ◽  
pp. 115-143 ◽  
Author(s):  
Foluke Olayinka Unuabonah

This study explores metapragmatic comments in Nigerian quasi-judicial public hearings, involving interactions between complainants, defendants and a hearing panel, with a view to investigating their forms, features, distribution and functions. The data are analysed quantitatively and qualitatively from a discourse-pragmatic framework that incorporates Verschueren’s theory of metapragmatics, Mey’s pragmatic act theory, Grice’s Cooperative Principle and conversation analysis. Four types of metapragmatic comments are used: speech act descriptions, talk regulation comments, maxim adherence/violation related comments and metalinguistic comments. Their distribution and functioning are shown to be partly predictable from properties of the speech event, while they also co-determine the nature and development of the analysed hearings.


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