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1: Introduction
Chapter 1 - Introduction
activity
Over the past ten years, the study of videogames has become an area of considerable
academic growth. This is partly due to the fact that the gaming industry now forms
one of the major Creative Industries sectors in the USA, Europe and Japan and that
but indeed across generations and social groups. A look at the latest ESA
U.S. computer and videogame software sales generated $10.5 billion in 2009.1
The average game player is 34 years old and has been playing games for 12
years.
The average age of the most frequent game purchaser is 40 years old.
42 percent of all game players are women. In fact, women over the age of 18
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Astrid Ensslin, The Language of Gaming, Ch.1: Introduction
lives.2
Arguably, the shift to a broader demographics of gamers in the past five years has
been largely due to developments in the latest generation gaming consoles, designed
Wii (released in November 2006) and its one-handed wireless controller, the Wii-
(released in November 2010); and graphically enhanced mobile devices such as the
private funders has surfaced as well over the past five years. On 11 March 2008 the
German Cultural Council mailing list distributed the following abridged article from
Computerspielemagazin GEE:
A Revolution!
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Astrid Ensslin, The Language of Gaming, Ch.1: Introduction
(translation mine)
Similarly, the fact that, in 2003, the British Academy Video Games Awards were
During the first three decades of their existence (the 1970s to the 1990s), computer
and videogames were largely ignored if not denigrated by scholars and academia
Cybertext in 1997, the foundation of his journal Games Studies and the subsequent
work of researchers around the globe, however, videogames have become established
by now is vast, and approaches to games studies are based in a wide range of subject
art and design studies, which examine elements of 'game art' such as
character and level design, and, more generally, the ways in which
engine programming;
ludology (from Latin 'ludus' and 'ludere', meaning 'game' and 'to play'
narratology, which refers to the study and close analysis of narrative texts
ways in which media represent various kinds of social actors and practices;
cultural studies, which focuses on identities and ideologies and uses critical
and education, which looks at how games and other forms of edutainment
This book is situated in one of the most fledgling areas of games studies:
communication and discourse. The past few years have seen videogames enter the
Despite the above mentioned growth of academic, cultural and educational interest,
the gaming industry still lacks respectability amongst many academic disciplines.
'MUD' (multi-user dungeon), commented, upon being awarded the inaugural Online
Game Legend Award at the 2010 Game Developers Conference Online: 'If I'd
achieved similar things in film directing, I'd be Lord Bartle by now. But games aren't
treated with the respect they deserve' (quoted in the Times Higher Education
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Supplement, 26 August 2010, p. 23). Clearly, film and cinema studies experienced
stigmatization of similar extensions during its fledgling years, when film was still
considered a 'new medium'. Like any forms of popular new media, videogames are
generally associated with deviant subcultural movements and tend to evoke 'moral
particular) on the part of politicians, educators and parents, who criticize their violent
and stereotyping content - most effectively, in the media (Shuker, 2005, p. 166;
McDougall and O'Brien, 2008, p. 61; Cohen, 1972). Games are regularly censored,
banned and critiqued by some, and simultaneously revered, consumed and modded
by others. The fact, however, that they are media and therefore cultural artefacts
cannot be denied, and dedicated scholars and scientists across disciplines are now
dedicated research centres such as the Center for Computer Game Research at the IT
Game Studies, Journal of Gaming and Virtual Worlds, and Games and Culture; and,
Videogames constitute one of 'the most influential form[s] of popular expression and
entertainment in todays broader culture (Jones, 2008, p. 1). If we bear in mind that,
at the same time, of course, games are produced by human beings with certain (mostly
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neutral (Everett, 2005, p. 323) in their ideological make-up. They both create and
serve the needs of a mass audience of gamers, most of whom are (still) male and
based on the privileged side of the digital divide, i.e. they have both the financial and
technological resources required to consume games and their associated hardware and
'which systematically form the objects of which they speak' (Foucault, 1972, p. 49). In
and discursive processes are needed to shed light on the ways in which racial, sexual
and other stereotypes are created and perpetuated. What is also important, however, is
the ways in which gamers interact and communicate, how they construct identities
them.
The term language has been used widely in communication, media and cultural
studies to denote semiotic systems more generally rather than only verbal
no doubt a mostly visual and haptic way of communicating, whereas the language of
effects, camera angle, soundtrack, mis-en-scne and verbal language. Before we turn
to wider semiotic uses of language, however, let us first take a look at the original,
verbal meaning of the term. As Martinec and van Leeuwen (2009, p. 24) point out,
language has been defined in many different ways. Depending on whether linguists
take a more formal or a more functional view, language is to them either (primarily) a
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Astrid Ensslin, The Language of Gaming, Ch.1: Introduction
meanings and pragmatic intentions. Similarly, Crystal (2007, p. 400) lists the
Trager, 1949)
a set (finite or infinite) of sentences, each finite in length and constructed out
the institution whereby humans communicate and interact with each other by
1964).
The key notions shared by these definitions are communication, system of arbitrary
symbols, and human interaction in society as an institution. This implies that language
analysts need to look at the ways in which verbal signs are composed and used to
express social meanings. The term most often used for language in use is discourse,
and analyzing discourse and the social meanings and ideologies it carries involves an
examination of those institutions that use language to mediate and communicate their
and other social agents ideas of the world to distinct target audiences most
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Astrid Ensslin, The Language of Gaming, Ch.1: Introduction
Media discourses have been studied critically by a large number of discourse, media
(e.g. Fairclough, 1995b; Bell and Garrett, 1998; MacDonald; O'Keeffe, 2006; Talbot,
2007; Machin and van Leeuwen, 2007). Numerous studies have been published on the
language of specific types of mass and/or interactive media, such as the press and
other news media (Bell, 1991; Fowler, 1991; McLoughlin, 2000; Reah, 2002;
Conboy, 2007; Cotter, 2010), television (Hunt, 1998; Marshall and Werndly, 2002)
and new media (e.g. Shortis, 2001; Boardman, 2005; Martinec and van Leeuwen,
2008; Rowe and Wyss, 2009). Similarly, book-length publications on the language of
narrative media such as fiction (e.g. Fludernik, 1993; Sanger, 1998; Lodge, 2002),
comics (e.g. Varnum and Gibbons, 2001; Saraceni, 2003) and film (e.g. Metz, 1974;
Edgar-Hunt et al., 2010) abound. What has been done very little, however, is an
considered part of new media yet too large and idiosyncratic in its social, economic
and cultural practices to pass under this broad and increasingly elusive label. The aim
of this book is to begin to fill this lacuna, as well as to inspire further studies that will
refine the areas outlined and that will address those aspects of the language of gaming
communicating in given contexts, let us take a broader look at how human beings
interact. As we know, communication is hardly ever mono-modal (cf. Kress and van
such as body language, voice, pitch and intonation, and any other semiotic modes
such as images, typeface and background noise and soundtrack contribute either
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Astrid Ensslin, The Language of Gaming, Ch.1: Introduction
and textual qualities of the medium in question, for instance newspapers, books,
websites and TV broadcasts, play a significant part in the communication process and
in the way information is received, processed and interacted with. In this respect,
videogames constitute one of the most complex and multi-faceted media that exist in
our contemporary media ecology. Being digital artefacts, they combine all formerly
analogue modes: written and spoken language, sound, music, still and animated image
are encoded digitally and we interact with them via a computer interface and a variety
of hardware. Further to this, videogames are highly explorative and non-linear. Rather
than providing a linear narrative, they offer virtual worlds, or landscapes, inviting
players to explore and navigate using diverse audiovisual and haptic resources.
Like any other human-made product, videogames carry complex layers of meaning,
which always reflect a certain set of ideologies about society, power and, more
derives partly from their specific ludic (playful, rule-based) and interactive qualities,
and partly from the unique ways in which they both simulate and represent fictional
worlds and narratives through image, sound, and, not least, human language.
However, there is more to the meaning of videogames than just the game itself and its
specific textual make-up. What is equally important is the ways in which games draw
on and relate to other texts and discourses surrounding them, as well as the
cheating in order to win and communicating in ways that are considered inappropriate
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Astrid Ensslin, The Language of Gaming, Ch.1: Introduction
in many other social context, such as proliferating various types of swear words,
communication: the ways in which videogames and their makers convey meanings to
their audiences, and the ways in which gamers communicate and negotiate meanings
including:
(a) language about games and gaming used by gamers across different media and
communication platforms,
(b) language about games and gameplay used by industry professionals, such as
(c) language about games and gaming used by journalists, politicians, parents,
(d) language used within games as part of their user interfaces, scripted dialogues,
(e) language used in instruction manuals, blurbs, advertising and other 'peritexts'
These levels of discourse are by no means exhaustive. Nor can the types and elements
of language used in them studied in separation from each other. Rather, there is
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videogames are embedded in, this book is called 'The Language of Gaming' rather
than 'The Language of Videogames'. The latter would not sufficiently cover the
multiple layers of language and discourse surrounding the artefacts themselves, the
way they are used and interacted with, and the ways in which they are being referred
videogame 'speaks' its own language and if at all, we ought to talk about the
and gaming activities in English rather than any other language, which opens up
games studies. Be that as it may, 'the language(s) of videogames' - elusive and fluid
though the concept may be - inevitably forms part of the 'language of gaming' as it
underlies any physical, cognitive, social and linguistic interaction with games as
media artefacts.
Yet is there a single language of gaming? A lot of people would negate this question.
Surely, the ways of interacting with and communicating about videogames are highly
varied, and defining a common code would appear as a sheer impossibility. However,
well, and communication happens by activating select sets of such varieties depending
is a distinct human activity, and as long as human beings agree roughly on the
possible range of activities they engage in when they're gaming and the range of
technologies they use while doing so, we can attempt an approximation to the
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Astrid Ensslin, The Language of Gaming, Ch.1: Introduction
Whilst refraining from contending that there is a single and unified language of
videogames and gaming, my aim is, instead, to identify and illustrate what seem to be
and other discursive features and processes that have emerged in the past decade in
complexity and fluidity of the language of gaming makes it impossible and indeed
others are deliberately sidelined for future examination. Areas that will be covered
include videogame genres and textuality; lexical and morphological aspects of gamer
language; the pragmatics of rule books and gamer interaction; specific gaming-related
Bearing in mind the complex discursive situation of videogame interaction, the major
comprehensively?
2. Given that games are cultural artefacts, what aspects of textuality need to be
view, in particular the use and formation of lexical items, metaphor and
meaning?
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4. What are the salient pragmatic uses of the language of gaming, in terms of
5. What discourses are dominant amongst gamers and how do they relate to the
complex meaning in gameplay and how does it lead to certain types of gamer
(inter-) action?
While questions one to seven will be dealt with sequentially by individual chapters,
question eight will be addressed to varying degrees by all of them. This reflects the
fact that ideologies in the sense of personal and institutional belief systems permeate
all aspects and layers of discourse, and since videogames are particularly complex
artefacts with equally complex discourses surrounding them, critical analyses can be
applied throughout. Due to spatial constraints, I will have to exclude, or only mention
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Another inevitable limitation of this book is the highly dynamic nature of its subject
area. After all, the relative fixity of print is bound to clash with the rapid evolution
framework for the social practices of gaming needs to allow for perpetual innovations
and interactivity. Indeed, a great number of recently published books (e.g. Carr et al.,
2006; Dovey and Kennedy, 2006; McDougall and OBrien, 2008) have proposed
comprehensive analytical frameworks that seek to cover all aspects of games that
do not intend to add yet another all-encompassing specimen to this list but rather wish
they are visible and audible in interface design and discourses surrounding games and
gaming.
The structure of this book reflects the research questions posed in the previous
section. Chapters 2 and 3, titled Approaches to Discourse Analysis and 'Games and
Language' respectively, lay the theoretical and analytical groundwork to this book.
considered relevant for the analysis of the language of gaming. Chapter 3 follows by
examining some major commonalities between games and language which inspire a
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emphasis on games as rules, texts, social practice, culture, entertainment industry and
carriers of ideologies. The thus introduced concepts and approaches recur throughout
this book as a basis for more focused analyses of the language of gaming.
genres and discusses the extent to which individual genres offer themselves to textual
analysis. This is followed by an exploration of those ludic and textual elements that
videogames share more generally, although even here a basic binary typology is
turns to the complex textual nature of games and gaming, which operates in terms of a
case study analysis of Final Fantasy XI (Square Enix, 2008), a Massively Multiplayer
Online Role-Playing Game (MMORPG) that exhibits a rich and open-ended textual
ecology.
dedicated to 'Words and Meanings'. It deals with distinctive lexical and morphological
characteristics of videogame discourse, and how the makers and users of videogames
create and use a their own specialized vocabularies to refer to what are indeed highly
specialized activities related to design and gameplay. More specifically, I examine the
subtle differences between ludological jargon, gamer slang (or 'ludolect') and
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Astrid Ensslin, The Language of Gaming, Ch.1: Introduction
terms that characterize gamer slang. Bearing in mind that words are used in context, I
shall explore metaphors 'we play by' (Lakoff and Johnson, 1980) and how they both
reflect and shape the way different members of society think about playing games.
The chapter ends with two case studies, the first of which takes a corpus analytical
look at different types of gamer language. The second case study, which is also
combined with Critical Discourse Analysis to yield insights into how gender roles are
communication in the sense of the pragmatic uses and discourses used to refer to
videogames and gaming. They look at specific types of contexts in which videogames
and gaming are negotiated and debated, by gamers, game designers and producers, as
newspaper journalists, celebrities and parents. The focus of Chapter 6 ('The Linguistic
analytical approach to live gamer discourse. I explore how gamers refer to elements
within the gameworld and surrounding gameplay while they are placed in the deictic
chapter are the ways in which gamers set up their own social and communicative rules
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number of dominant discourses used by gamers and other social actors with specific
interests in games and gaming to perform group-specific identities and examine how
rounded off with another case study, which explores how the controversial videogame
franchise, Grand Theft Auto (GTA) has been discursively constructed as a cult through
videogames and gamer interaction. As well as discussing existing research into the
need to move multimodal analyses of videogames from filmic cut scenes to more
interface semiotics, the iconization of rules, and the semiotic representation of in-
game communication. The chapter closes, once again, with a case study, in which I
The final chapter focuses on the narrative language of videogames. On the one hand,
specific narrative devices. It discusses the prima facie problematic nature of applying
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render videogames in terms of exploratory storyworlds rather than stories per se. This
includes ideas relating to plot, character, space, time and point of view. I discuss the
are used by game makers for specific psychological and aesthetic purposes. The
second part of this chapter then turns to the subversive phenomenon of literary art
amongst other things, the hybrid nature of digital interactive media and the shifting
Finally, let me say a few words about my choice of games and my research
methodology. In selecting games for close analysis, the researcher is faced with the
that are made for corresponding hardware and software. Hardware, such as consoles,
graphics and sound cards, and systems software such as Windows XP, Vista and 7,
for instance, tend to change and be replaced by new releases sometimes as rapidly
as over the period of one or two years. One of the effects of this dynamism is that
gaming software can become obsolete or (partly) unplayable a few years after it has
been launched arguably one of the most effective sales strategies of this industry.
For discourse analysts and videogame researchers, this means that a canon of more
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or less fixed artefacts is unfeasible and needs to be replaced with a flexible, dynamic
The gaming market depends on the predilections of its users, and large target
audiences are key for producing blockbuster games. As this book is written for
intended to identify those contemporary videogames that the main target audience
(students) of this book is likely to be most familiar with. The other part of this
genres.
(56% male) at Bangor University to find out which games are most widely known in
this user group. To prevent any bias towards popular genres such as adventures and
of games as outlined by Wolf (2001; for a detailed discussion, see Chapter 4). The
students in the survey ticked a wide range of 'familiar' games, but some seemed more
commonly known than others. Table 1.1 lists respondents' top ranked videogame
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North, 2008)
Rhythm and dance Guitar Hero series (Harmonix and Neversoft, 2005-
2010)
Role Playing Games Final Fantasy series (Square / Square Enix, 1987-2010)
The videogames research that forms the basis of this book was done on select games
of the above series (sampled mostly in terms of topicality, availability and platform
the above list a number of videogames that have been examined, analyzed and/or
critiqued by other researchers in the field. Some aspects of the research reflected in
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this book, for instance in the sections on conversational interaction and literary art
empirical research.
Not only did my selection of games follow a triangulated method, but so did my data
samples, which comprises the following subcorpora (Table 1.2). Further details of
Subcorpus Texts (N=) Words (N=) Average words per text (N=)
comments)
All chosen texts date from 2009 to mid-2010 and feature linguistic and multimodal
representations of meta-games and meta-gaming as outlined in items (a), (b) and (c)
Section 1.2: (a) language about games and gaming used by gamers; (b) language
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about games and gameplay used by professionals, such as game designers and
developers; and (c) language about games and gaming used by journalists, politicians,
parents, activists and other media stakeholders. Items (d) interface semiotics and (e)
peritexts will be studied from an exclusively qualitative angle and covered mainly in
videogames and/or gameplay. Clearly, to further substantiate the analyses and results
reflected in this book, further quantitative and qualitative research will be needed.
That said, important insights into dominant lexical, pragmatic and discursive aspects
of the language of gaming can be gained even from this relatively small, specialized
corpus.
1
Recent sales figures indicate that the videogames industry has begun to outperform the Hollywood
2 For comparable albeit slightly dated UK demographics, see Pratchett (2005). According to the
Association for UK Interactive Entertainment, UKIE (formerly known as the British Entertainment and
Software Publishers Association), during the first half of 2008 the UKs interactive entertainment
software industry saw an increase of 42% compared to the first half of 2007, with a total of over 31.3
million units sold for an overall amount of 738 million (see ELSPA press release of 14 July 2008 at
the majority of commercial console games are also available for PC and Mac and some even for
handheld devices, I shall use the videogame, or simply game as cover-all terms.
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4
Playthroughs are a specific type of player narrative, in which players demonstrate - typically via
online video (with an added soundtrack and with or without voice-over) - their own individual,
successful gaming experiences. As such, playthroughs are considerably less directive and more
representational than walkthroughs, which are user-generated instructions about efficient and strategic
gameplay, often sequenced in line with the levels of the videogame in question and most typically
Ransom-Wiley, 2007). Whilst most retro-games have been recreated and can be played - mostly free
of charge - online, important aspects of mediality related to the original artefacts often cannot be taken
abridged further due to the fact that some genres listed by him and their concomitant examples were
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