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The semiotic ecology and linguistic complexity of an online game world

Published online by Cambridge University Press:  26 September 2012

Steven L. Thorne
Affiliation:
Portland State University (USA) and University of Groningen (Netherlands) (email: steven.thorne@pdx.edu)
Ingrid Fischer
Affiliation:
University of Groningen, The Netherlands
Xiaofei Lu
Affiliation:
The Pennsylvania State University, USA
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Abstract

Multiplayer online games form complex semiotic ecologies that include game-generated texts, player-to-player communication and collaboration, and associated websites that support in-game play. This article describes an exploratory study of the massively multiplayer online game (MMO) World of Warcraft (WoW), with specific attention to its qualities as a setting for second language (L2) use and development. This empirical study seeks to answer the following question: What is the nature of the linguistic ecology that WoW players are exposed to? Many studies have described the developmental opportunities presented by commercially available gaming environments (e.g., Gee, 2003, 2007), their value as sites of literacy development (e.g., Squire, 2008a; Steinkuehler, 2008), and their potential as venues for second language (L2) use and learning (e.g., Peterson, 2010; Thorne, Black, & Sykes, 2009; Thorne & Fischer, 2012; Zheng, Young, Wagner & Brewer, 2009). There are, however, numerous outstanding questions regarding the quality and complexity of the linguistic environments associated with online commercially available games. This primarily descriptive research addresses this issue and aims to finely characterize the linguistic complexity of game-presented texts (or ‘quest texts’) as well as player generated game-external informational and strategy websites that form the expansive semiotic ecology of WoW game play. Questionnaires and interviews with Dutch and American gamers helped to identify a variety of widely used game-external websites. This information then informed the selection of texts that were analyzed for their linguistic complexity. By analysing the linguistic complexity of the texts that players regularly engage with, this study aims to empirically assess the resources and limitations of a representative and widely played MMO as an environment for L2 development.

Information

Type
Research Article
Copyright
Copyright © European Association for Computer Assisted Language Learning 2012
Figure 0

Fig. 1 Length of time Dutch and American participants have been playing WoW

Figure 1

Fig. 2 Frequency with which Dutch and American participants have been playing WoW

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Fig. 3 Number of hours Dutch and American participants play WoW at a time

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Table 1 Overview of the measures chosen to determine the linguistic complexity of the text samples under investigation

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Table 2 Overview of the collection of quests

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Table 3 Overview of results of the linguistic complexity analysis of quest texts

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Table 4 Convington et al.'s (2006) revised D-Level scale

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Table 5 D-Levels of the quest texts

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Fig. 4 D-Levels of the quest texts

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Table 6 Examples of the most simple (d-0) and complex sentences (d-7) in the quest text samples

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Table 7 Overview of the collection of text samples from external sources

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Table 8 Overview results linguistic complexity analysis of external websites

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Table 9 D-Levels of the external site text samples

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Fig. 5 D-Levels of the text samples from wowhead

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Table 10 Examples of the most simple (d-0) and complex sentences (d-7) in wowhead's quest text sample

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Fig. 6 D-Levels of the text samples from wowwiki

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Fig. 7 D-Levels of the text sample from elitistjerks

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Table 11 Examples of the conversational simple sentences in the interpersonal text samples