dint u say that: Digital Discourse, Digital Natives and Gameplay
ARTICLE
Theresa O’Connell, John Grantham, Wyatt Wong, Kevin Workman, Alexander Wang
Journal of Virtual Worlds Research Volume 3, Number 1, ISSN 1941-8477 Publisher: Journal of Virtual Worlds Research
Abstract
Discourse analysis has the potential of providing insight into gameplay dynamics and team success. However, because of factors such as interrupted sequences, gameplay discourse does not easily lend itself to discourse analysis. Therefore, in addition to traditional methods, new and modified discourse analysis methods were applied to a corpus of 858 discrete gameplay discourse events disclosing discourse characteristics during collaborative problem solving. Four teams of four digital natives each played PanelPuzzle, a limited-time span, goal-oriented game, in a virtual environment. Discourse both reflected and impacted team dynamics. It manifested leadership. To promote team success, gameplay digital discourse tone was serious, showing little evidence of fun although players reported enjoying gameplay. Brevity, ill-formedness and distorted syntax were chief characteristics, but, because it was goal-oriented, it differed markedly from reported social digital discourse. Digital natives used digital discourse effectively to communicate, build community, collaborate and accomplish gameplay tasks. We conclude that gameplay digital discourse constitutes a distinct linguistic register which prioritizes efficiency over well-formedness. We characterize this register in a taxonomy and a meta-taxonomy.
Citation
O’Connell, T., Grantham, J., Wong, W., Workman, K. & Wang, A. (2010). dint u say that: Digital Discourse, Digital Natives and Gameplay. Journal of Virtual Worlds Research, 3(1),. Retrieved June 29, 2022 from https://www.learntechlib.org/p/178137/.
Keywords
References
View References & Citations Map- Aoki, P.M. & Woodruff, A. (2005). Making space for stories: ambiguity in the design of personal communication systems. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Portland, Oregon, USA, April 02-07, 2005). CHI '05. ACM, New York, NY, 181-190.
- Brown, G. & Yule, G. (1988). Discourse analysis. Cambridge: Cambridge University Press.
- Cook, W. (1989). Introduction to tagmemic analysis. New York: Holt, Rinehart and Winston.
- Doell, W. (1998). The internet relay chat (IRC): Linguistic perspectives. Retrieved August 25 2009 from http://home.allgaeu.org/ndoell/work/ircpaper.htm
- Gergle, D., Millen, D.R., Kraut, R.E., & Fussell, S.R. (2004). Persistence matters: making the most of chat in tightly-coupled work. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Vienna, Austria, April 24-29, 2004). CHI '04. ACM: New York, 431-438.
- Greenfield, P.M., & Subrahmanyam, K. (2003). Online discourse in a teen chatroom: New codes and new modes of coherence in a visual medium. Journal of Applied Developmental Psychology, 24(6), 713-738.
- Grinter, R.E., Palen, L., & Eldridge, M. (2006). Chatting with teenagers: Considering the place of chat technologies in teen life. ACM Trans. Comput.-Hum. Interact. 13, (4), 423-447.
- Herring, S. (1999). Interactional coherence in CMC. Journal of Computer-Mediated Communication, 4(4). Retrieved August 14, 2009 from http://jcmc.indiana.edu/vol4/issue4/herring.html
- ISO (International Organization for Standardization). (1998). Ergonomic requirements for office work with visual display terminals (VDTs) – Part 11: Guidance on usability.
- Khoo, A. & Zubek, R. (2002). Applying inexpensive AI techniques to computer games. IEEE Intelligent Systems, 17(4), 48–53.
- Lakoff, G. & Johnson, M. (1980). Metaphors we live by. Chicago: University of Chicago Press.
- Lewis, C. & Fabos, B. (2005). Instant messaging, literacies, and social identities. Research Quarterly 40(4) pp. 470–501.
- Maxey, G.(2008) List spelling errors. Retrieved March http://gregmaxey.mvps.org/List_Spelling_Errors.htm
- Murray, J. (1997). Hamlet on the holodeck. Cambridge, MA: MIT Press.
- O’Connell, T., Choong, Y., Grantham, J., Moriarty, M. & Wong, W. (2008). From a videogame in a virtual world to collaborative visual analytic tools. Journal of Virtual World Research, 1(1). Retrieved February 5, 2009 from http://journals.tdl.org/jvwr/article/view/292/246
- O’Connell, T., Grantham, J., Workman, K. & Wong, W. (2009). Leveraging game-playing skills, expectations and behaviors of digital natives to improve visual analytic tools. Journal of Virtual World Research, 2(1). Retrieved April 9, 2009 https://journals.tdl.org/jvwr/article/view/604/471
- Paolillo, J.C. (2001). Language variation on internet relay chat: A social network approach. Journal of Sociolinguistics 5(2), 180-213.
- Prensky, M. (2004). The emerging online life of the digital native. Retrieved April 9, 2009 from http://www.marcprensky.com/writing/PrenskyThe_Emerging_Online_Life_of_the_Digital_Native-03.pdf
- Steinkuehler, C.A. (2007). Massively multiplayer online gaming as a constellation of literacy practices. E-Learning, 4(3), 297-318.
- Steinkuehler, C.A. (2006). Massively multiplayer online videogaming as participation in a discourse, Mind, Culture, & Activity, 13(1), 38-52.
- Steinkuehler, C.A. (2003). Videogaming as participation in a Discourse. Paper presented at the American Association for Applied Linguistics Annual Conference (AAAL), Arlington VA. Retrieved March 10, 2009 from http://inkido.indiana.edu/onlinecom/Steinkuehler.pdf
- Sudweeks, F. & Simoff, S. (2005). Leading conversations: Communication behaviours of emergent leaders in virtual teams. Proceedings of the Thirty-Eighth Annual Hawaii International Conference on System Sciences, 3-6 January, Big Island, Hawaii, IEEE Society, CD-ROM.
- Tychsen, A., Smith, J., Hitchens, M. & Tosca, S. (2006). Communication in multi-player role playing games– The effect of medium. S. Göbel, Malkewitz, R. & Iurgel, I. (Eds.)
- Zubek, R., & Khoo, A. (2000). Making the human care: On building engaging bots. AAAI Spring Symposium on Artificial Intelligence and Interactive Entertainment. AAAI Technical Report SS-02-01.
These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.
Suggest Corrections to ReferencesCited By
View References & Citations Map-
Prevailing Lexical-stylistic Features in Emirati Language Learners’ Digital Discourse
Tsoghik Grigoryan
Canadian Journal of Learning and Technology / La revue canadienne de l’apprentissage et de la technologie Vol. 41, No. 2 (May 30, 2015)
-
Prevailing Lexical-stylistic Features in Emirati Language Learners’ Digital Discourse | Caractéristiques lexicales stylistiques dominantes dans le discours numérique des apprenants en langue émirienne
Tsoghik Grigoryan
Canadian Journal of Learning and Technology / La revue canadienne de l’apprentissage et de la technologie Vol. 41, No. 2 (May 30, 2015)
These links are based on references which have been extracted automatically and may have some errors. If you see a mistake, please contact info@learntechlib.org.