Abstract (eng)
When gamers, especially of MMORPGs (Massively Multiplayer Online Role-Playing Games) like World of Warcraft®, talk to one another they adapt language to their needs, as do all speakers. It is a common misconception that stylistic expressions such as smileys, acronyms and neologisms are a deterioration of current language. On the contrary, they can be regarded as instances of creativity, efficiency, in-group markers and compensation of missing features available in face-to-face communication. Moreover, these expressions help gamers to position themselves in conversations, thus they can be regarded as active interaction strategies in the gaming discourse.
This PhD project, however, does not only describe stylistic features in MMORPGs, but also tackles the question of what other interaction strategies like ingame politeness are used by gamers to position themselves.
The question of how gamers make use of interaction strategies is dealt with by drawing upon empirical data from an online-questionnaire and qualitative data from a self-compiled language corpus. The results of the online-questionnaire in which 324 gamers participated, give valuable insights into the perception and attitudes of gamers concerning language usage in MMORPGs. The self-compiled corpus provides a complementation to the elicited data and consists of chat-logs ingame as well as messages from the official message-boards.
By reference to theories of pragmatics and by putting forth an adaptation of the concept of positioning, this thesis provides insights into means of communication are used by gamers to position themselves in conversations. Furthermore, the interdisciplinary approach raises general issues of international and intercultural communication.