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Playing out loud: Videogame references as resources in friend interaction for managing frames, epistemics, and group identity

Published online by Cambridge University Press:  21 March 2016

Sylvia Sierra*
Affiliation:
Georgetown University, Department of Linguistics 1421 37th Street NW Washington, DC 20057, USAsas283@georgetown.edu
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Abstract

This study examines how friends in their mid-twenties appropriate texts from videogames they have played to serve particular functions in their everyday face-to-face conversations. Speakers use references to the videogames Papers, Please and The Oregon Trail to shift the epistemic territories of conversations when they encounter interactional dilemmas. These epistemic shifts simultaneously rekey formerly problematic talk (on topics like rent, money, and injuries) to lighter, humorous talk, reframing these issues as being part of a lived videogame experience. Overlapping game frames are laminated upon real-life frames, and are strengthened by embedded frames containing constructed dialogue. This study contributes to understanding how epistemic shifts relying on intertextual ties can shift frames during interactional dilemmas in everyday conversation, which is ultimately conducive to group identity construction. (Intertextuality, framing, epistemics, identity, interactional sociolinguistics, discourse analysis, humor, videogames)*

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Type
Articles
Copyright
Copyright © Cambridge University Press 2016 
Figure 0

Figure 1. Mural of the housemates (and Todd and Lana's cats) depicted as videogame characters, painted by Lana.

Figure 1

Figure 2. Screenshot of Papers, Please game; here the player must deny or approve Jorji Costava's fake passport.

Figure 2

Figure 3. Screenshot from The Oregon Trail; here the player enters Y (for yes) or N (for no).

Figure 3

Figure 4. ‘ASHLEY has a broken arm’ on the screen of The Oregon Trail.

Figure 4

Figure 5. ‘You shot 2922 pounds of meat but will be able to carry back only 200 pounds…’.