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Semioscaping English as a romantic register in Chinese otome games

Published online by Cambridge University Press:  06 October 2025

Jia Li
Affiliation:
School of Foreign Languages, Yunnan University, Kunming, China
Bin Ai*
Affiliation:
School of Foreign Studies, Shanghai University of Finance and Economics, Shanghai, China
Hanxiao Song
Affiliation:
School of Foreign Languages, Yunnan University, Kunming, China
Yubei Han
Affiliation:
School of Foreign Languages, Yunnan University, Kunming, China
*
Corresponding author: Bin Ai; email: adamaib@outlook.com
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Abstract

This study examines how English is semiotically represented in video games, an under–explored but promising virtualscape. Drawing on the concept of semiotic landscape, this study critically explores how English and other semiotic resources work together to create social meanings and what are the ideological forces governing the process of semiotic appropriation. Data were collected from the in–game English representation and other semiotic resources from two female–oriented Chinese video games. It is found that English embodies cosmopolitan and poetic dispositions in the romanticized virtual space. Such dispositions are made relevant to the globally consuming elite class who are assumed not only to have access to the world consumption opportunities but also to show literary appreciation with a sense of distinction. The paper highlights the implications of these findings for understanding romance–mediated English as classed and gendered ideologies in the context of the increasing popularity of female–oriented game sphere.

Information

Type
Shorter Article
Copyright
© The Author(s), 2025. Published by Cambridge University Press.
Figure 0

Figure 1. An English name of a sailboat.

Figure 1

Figure 2. An English shop name.

Figure 2

Figure 3. Key vocabulary for high–stakes English tests.