Proposing a Gaming Language Analysis Procedure to Reveal Video Game Ideology through Ludic Linguistics

IF 0.4 Q4 EDUCATION & EDUCATIONAL RESEARCH REGISTER Journal Pub Date : 2019-11-27 DOI:10.18326/rgt.v12i2.235-261
SF. Luthfie Arguby Purnomo, Khristianto Khristianto
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Abstract

This study proposes a procedural analysis on the implementation of ludic linguistics to analyze gaming language with wordplays, the core of focus in ludic linguistics, as the point of departure. To formulate the procedural analysis, theories of language play by Crystal ideology of influence and ludonarrative model by Aarseth, wordplay in gaming context by Paul, intended meaning level by Stiles, wordplay transmission by Winter-Froemel, game interface types by Stonehouse and indexical storytelling by Fernandez-Vara were applied as the theoretical foundation. To provide a vivid application of the proposed procedural analysis, wordplays appearing on game assets from Konami’s Metal Gear Solid, Metal Gear Solid 2: Sons of Liberty, and Metal Gear Solid 3: Snake Eater were taken as examples of analysis. The five steps procedure is able to show how wordplays in gaming context are designed as mechanical cues to help gamers complete the games and as narrative cues to help them comprehend the story. Further, this proposed procedure is able to indicate that the mechanical and narrative cues have particular ideology of influence, which affects gamers in reacting and responding to particular problems presented by the games. The result of this study discloses future research on the roles of wordplays in gaming context, signifying the importance of ludic linguistics as a bridge between language studies and game studies. Keywords: Wordplay; Gaming Language; Ludic Linguistics; Game Dtudies; Metal Gear Solid
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提出一种游戏语言分析程序,用鲁德语言学揭示电子游戏意识形态
本研究提出了一个关于鲁迪语言学实施的程序分析,以鲁迪语言学关注的核心——文字游戏为出发点来分析游戏语言。为了形成程序分析,应用了Aarseth的Crystal影响意识形态和ludonarative模型的语言游戏理论、Paul的游戏语境中的文字游戏理论、Stiles的意向意义水平理论、Winter Froemel的文字游戏传播理论、Stonehouse的游戏界面类型理论和Fernandez-Vara的指数叙事理论作为理论基础。为了生动地应用所提出的程序分析,以科乐美的《金属装备固体》、《金属装备2:自由之子》和《金属装备3:食蛇者》中出现在游戏资产上的文字游戏为分析示例。五个步骤的程序能够展示游戏环境中的文字游戏是如何被设计为帮助玩家完成游戏的机械提示和帮助他们理解故事的叙事提示的。此外,这一提出的程序能够表明,机械和叙事线索具有特定的影响意识形态,这会影响游戏玩家对游戏提出的特定问题的反应。这项研究的结果揭示了未来对文字游戏在游戏语境中的作用的研究,标志着滑稽语言学作为语言研究和游戏研究之间桥梁的重要性。关键词:文字游戏;游戏语言;卢德语言学;游戏研究;金属齿轮实心
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来源期刊
REGISTER Journal
REGISTER Journal Multiple-
自引率
4.80%
发文量
2
审稿时长
28 weeks
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