Russophobia in DotA 2: A critical discursive analysis of online discrimination

Pub Date : 2018-01-01 DOI:10.1163/18773109-01001003
Albin Wagener
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引用次数: 1

Abstract

Online gaming has been a fascinating field of study for the last ten years, especially in the field of socialization (Kolo & Baur, 2004) or even language use and language learning (Thorne, Black & Sykes, 2009). It has become clear that gamers are able to perform processes of identification in completely new ways in these particular contexts, yet forums linked to specific games become a new source of metapragmatic or metadiscursive utterances. Through their experiences in the game, users make comments, assumptions and draw conclusions in order to ‘do identity’ and separate themselves from Others. The aim of this paper will be to analyse the discourses produced in a corpus of forum discussions linked to “DotA 2”, a popular MOBA (multiplayer online battle arena) game where players from every country of the world gather, which leads to specific forms of discrimination—especially towards Russian gamers. In order to analyse these discursive productions and their semantic and pragmatic impacts, we will use three different approaches in order to triangulate our results: a lexicometric analysis (Garric & Capdevielle-Mougnibas, 2009), the semantic study of argumentative possibilities (Galatanu, 2009) and the mobilization of the proximization model (Cap, 2010), in order to understand the semantic variations and dynamics that are at use when gamers publish discourses about Russian players. In particular, we wish to explore how these precise discourses about Russian players are drawing on pragmatics of common sense (Sarfati, 2011), insofar as they rely on prediscourses (Paveau, 2006) to maintain pragmatic effects which imply cognitive impacts on speakers (Maillat & Oswald, 2009) as well as on the interdiscourses at use (Garric & Longhi, 2013).
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《dota2》中的俄罗斯恐惧症:对网络歧视的批判性话语分析
在过去十年中,在线游戏一直是一个引人入胜的研究领域,特别是在社交领域(Kolo & Baur, 2004),甚至是语言使用和语言学习领域(Thorne, Black & Sykes, 2009)。很明显,玩家能够在这些特定情境中以全新的方式执行识别过程,而与特定游戏相关的论坛则成为元语用或元话语的新来源。通过他们在游戏中的体验,用户做出评论、假设和结论,从而“做认同”并将自己与他人区分开来。本文的目的是分析与“DotA 2”相关的论坛讨论语库中产生的话语,“DotA 2”是一款流行的MOBA(多人在线战斗舞台)游戏,来自世界各国的玩家聚集在一起,这导致了特定形式的歧视,尤其是对俄罗斯玩家。为了分析这些话语产生及其语义和语用影响,我们将使用三种不同的方法对我们的结果进行三角测量:词汇计量学分析(Garric & Capdevielle-Mougnibas, 2009)、辩论可能性的语义研究(Galatanu, 2009)和近因化模型的动员(Cap, 2010),以了解玩家发表关于俄罗斯玩家的话语时所使用的语义变化和动态。特别是,我们希望探索这些关于俄罗斯球员的精确话语是如何利用常识语用学的(Sarfati, 2011),因为它们依赖于前话语(Paveau, 2006)来维持语用效果,这意味着对说话者(Maillat & Oswald, 2009)以及使用中的话语间(Garric & Longhi, 2013)的认知影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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