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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Morpho-semantic processes in the English language used in a Massively Multiplayer Online Role Playing Game : A case study of neologisms in Warhammer Online

Nilsson, Daniel January 2009 (has links)
The language used in Massively Multiplayer Online Role Playing Games (or MMORPGs) is a form of computer-mediate communication. It consists of elements from both written and spoken language, but it is a highly abbreviated and innovative form of written language. This study focuses on the English language used in a MMORPG called Warhammer Online. The aim of this study is to identify abbreviations, interpret their meanings and to analyze the word formation processes and semantic changes that are involved in new words. The method used in this study is a qualitative case study of the English language in a MMORPG from a synchronic point of view. The secondary sources used in this study include previous works on morphology and semantics. The material used is based on logs acquired from the game Warhammer Online as a subscribed player. The results presented in this study show new and unique words created by players in Warhammer Online, along with other semantic changes that have taken place. It is concluded that the English written language has not seen such a major change in its entirety before, within one community.
12

Gendered Talk in World of Warcraft

Kristensen, Madeleine January 2010 (has links)
This essay is predominantly a qualitative piece of research by which I mean it is mainly based on my own observations and analysis of the material. To do this I will cover the theories of communities of practice together with gendered language and apply it to the community and language of the online game World of Warcraft. Through using collected chat logs, I will analyse conversations held in World of Warcraft with a specific focus on gender and identity, I will then compare these to examples of face-to-face conversations. My analysis will draw on the works of theorists such as Holmes (2006), Sunderland and Litosseliti (2002), Eckert and McConnel-Ginet (1992) amongst others. This study will show that although Netspeak within World of Warcraft is written and not spoken, the strategies for creating gendered identities are not very different from real life discourse. The essay will be a general study of gendered language in a virtual community and will discover that there is an extremely nuanced language within the limited communication medium of chat, and lays the ground for more extensive research on the subject.
13

‘LOL’, ‘OMG’ and Other Acronyms and Abbreviations : A study in the creation of initialisms

Lundell, Ida January 2012 (has links)
Marchand (1969) claims that abbreviations and acronyms, which are also known as ‘initialisms’, are used to create “names of new scientific discoveries, trade-names, names of organizations, new foundations or offices, but occasionally, and chiefly in American English, personal and geographical names are also coined in this way” (Marchand, 1969: 452). However, initialisms that originate from netspeak, such as ‘LOL’, are different from the initialisms Marchand (1969) describes. These initialisms are not names of organizations or scientific discoveries; rather, they describe everyday things or phases. This kind of initialism is a new phenomenon that seemingly did not exist before the Internet, and the aim of this essay is thus to examine whether Internet has given us increased opportunities for this type of word formation. A corpus of informal English was created for this study and ten initialisms were extracted from that corpus. These initialisms were then examined in the Corpus of Contemporary American English. The data from the COCA showed that people do form and use this kind of initialism, albeit they do it very infrequently. Furthermore, the corpus data showed that these items are used in all different genres that exist in the COCA, except for academic writing. The data found in this study indicates that people seem create a new kind of initialism, and that people therefore have new opportunities to use this kind of word formation. However, the data is too sparse to draw any definite conclusions from it.
14

Netspeak som retoriskt verktyg : Skapar elementen inom netspeak mer påträngande problem än vad de löser?

Ronan, Sean January 2013 (has links)
With inspiration from Bitzers situational analysis a phenomenografic method has been used, influenced by Brown & Levinsons´s theory of politeness, to find perceptions concerning constraints (in Bitzer´s sense in his model of the rhetorical situation) in Internet-based communication. Based on three qualitative interviews, this essay has found that the perceptions are closely linked to views of what constitutes formal and informal contexts, varying due to the gender or age of the informant. Netspeak is not considered appropriate, with some exceptions, in any formal situation. However, the perceptions regarding decorum in informal situations differ in nature, based mainly on what kinds of associations and connotations are produced by elements found in netspeak. Since perceptions regarding informal situations vary, there is a large risk of misunderstanding, which this essay aims to survey.
15

Online computer game English : A study on the language found in World of Warcraft / Datorspelsengelska i onlinespel : En undersökning av språket i spelet World of Warcraft

Lindh, Simon January 2009 (has links)
The aim of this study is to examine the language from a small sample of texts from the chat channels of World of Warcraft and analyze the differences found between World of Warcraft English and Standard English. In addition, the studywill compare the language found in World of Warcraft with language found on other parts of the Internet, especially chatgroups. Based on 1045 recorded chat messages, this study examines the use of abbreviations, emoticons, vocabulary, capitalization, spelling, multiple letter use and the use of rare characters. The results of the investigation show that the language of World of Warcraft differs from Standard English on several aspects, primarily in the use of abbreviations. This is supported by secondary sources. The results also show that the use of language is probably not based on the desire to deliver a message quickly, but rather to reach out to people. In addition, the results show that the language found in World of Warcraft is more advanced than a simple effort to try to imitate speech, thereby performing more than written speech.
16

"Jus showin sum luv 2 yo page": The Features, Functions, and Implications of Digital African American Language

Cunningham, Jennifer M. 13 April 2012 (has links)
No description available.
17

Speaking Tumblr : A Case Study of Textual Communication on Social Media

Elmgren, Tove January 2018 (has links)
This essay describes a case study of textual communication on the online social mediaplatform Tumblr. The aim of the research was to analyse the communicative functions and thestylistic, sociolinguistic, and pragmatic characteristics of textual discourse on Tumblr. Usingdata gathered on Tumblr, this essay analyses discursive aspects such as function, style, andpragmatics, relating the findings to literature on topics including relevance theory and theoriesof computer-mediated communication and cyberpragmatics. The research found thatdiscourse on Tumblr is largely phatic in nature, with an overwhelming focus on the discussionof shared interests. Such discussion on Tumblr appears to heavily depend on sharedbackground knowledge, which works as a barrier of in-group discursive solidarity andprovides and furthers feelings of connectedness. This study further found that alternative useof style and grammar on Tumblr appears to be largely uniform, suggesting that divergencesfrom standard norms are a way of displaying membership of a group and obtaining covertprestige, rather than a display of linguistic innovation.
18

Inte bara en känsla : En jämförande analys av grafikoners användning och funktion i en Facebookgrupp 2012 och 2022 / Not just an emotion : A comparative analysis of the use and function of graphicons in a Facebook group in 2012 and in 2022.

Stenberg, Elin January 2022 (has links)
Den tekniska utvecklingen bidrar till nya möjligheteter och sätt att kommunicera på nätet. Grafikoner introduceras successivt i Facebook och andra sociala medier och erbjuder nya funktioner för användare. I denna studie görs en jämförande analys av grafikoners användning och pragmatiska funktioner i en Facebookgrupp mellan 2012 och 2022. Syftet är att undersöka och diskutera grafikoners utveckling i en svensk kontext. Analysen är avgränsad till följande grafikontyper: emotikoner, emojier och dekaler. Grafikoner i inlägg och kommentarer analyseras med utgångspunkt i tidigare forskning om grafikoners funktioner. Funktionerna som identifieras i denna studie är: dekoration, benämning, handling/gest, reaktion och modifikation av ton. Studiens resultat visar att emotikoner endast förekommer i enstaka fall i materialet från 2012 och inte alls i materialet från 2022. Användningen av emojier har däremot ökat avsevärt mellan 2012 och 2022. I materialet från 2012 fyller emotikoner och emojier liknande funktioner, vilka främst är som modifikation av ton och som reaktion. Den vanligaste emojifunktionen i materialet från 2022 är som handling/gest. Resultatet visar en mer varierad användning av emojier i form av typ, placering och funktion 2022 jämfört med 2012. Den breddade användningen indikerar att emojin fortfarande är aktuell och användbar för svenska sociala media-användare 2022. Dekaler finns endast representerade i materialet från 2022 och den vanligaste funktionen är som reaktion på tidigare innehåll. Dekaler används fortfarande i mindre utsträckning än emojier 2022, men det finns indikationer som tyder på att dekalen kommer att följa samma utvecklingskurva som dess föregångare och öka i popularitet över tid.

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