Ludic linguistics: a revisited taxonomy of fictional constructed language design approach for video games

Linguistic research on fictional constructed language (conlang) in video game dominantly employs an approach mimetically designed for fictions and films namely a priori and a posteriori. We argue that a priori and a posteriori are unable to comprehensively analyze the relationship between fiction...

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Main Authors: Purnomo, SF Luthfie Arguby, Nababan, Mangatur, Santosa, Riyadi, Diah Kristina,
Format: Article
Language:English
Published: Penerbit Universiti Kebangsaan Malaysia 2017
Online Access:http://journalarticle.ukm.my/11768/1/18749-63573-1-PB.pdf
http://journalarticle.ukm.my/11768/
http://ejournal.ukm.my/gema/issue/view/1043
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spelling my-ukm.journal.117682018-06-28T07:16:09Z http://journalarticle.ukm.my/11768/ Ludic linguistics: a revisited taxonomy of fictional constructed language design approach for video games Purnomo, SF Luthfie Arguby Nababan, Mangatur Santosa, Riyadi Diah Kristina, Linguistic research on fictional constructed language (conlang) in video game dominantly employs an approach mimetically designed for fictions and films namely a priori and a posteriori. We argue that a priori and a posteriori are unable to comprehensively analyze the relationship between fictional conlangs with game elements. This research aims at constructing a new taxonomy on fictional conlang design approach that adheres specifically to video game. To do so, first, we analyze 62 game titles with 94 fictional conlangs to prove that a priori and a posteriori display deficiencies in pointing their relationship with video game elements. The next step is constructing a taxonomy based on the integration of Crystal’s notion on ludic linguistics, language studies for playful purposes, and Aarseth’s textonomy, the study on how texts are accessed. The research findings indicate that a priori and a posteriori fail to classify 29 fictional conlangs into either category and to indicate the relationship between the conlangs with game elements. In response to this failure, we construct a taxonomy consisting of three approaches namely interpretive, explorative, and configurative. These three approaches are able to indicate a structural relationship between fictional game conlangs, game genres, and the immersion level of the players and to patch the weaknesses a priori and a posteriori taxonomy has. Linguists, departing from this new taxonomy, might cooperate with game designers to design comprehensive conlangs, specifically designed for video games, which conform and correspond to the game genres and immersion levels. Penerbit Universiti Kebangsaan Malaysia 2017-11 Article PeerReviewed application/pdf en http://journalarticle.ukm.my/11768/1/18749-63573-1-PB.pdf Purnomo, SF Luthfie Arguby and Nababan, Mangatur and Santosa, Riyadi and Diah Kristina, (2017) Ludic linguistics: a revisited taxonomy of fictional constructed language design approach for video games. GEMA: Online Journal of Language Studies, 17 (4). pp. 45-60. ISSN 1675-8021 http://ejournal.ukm.my/gema/issue/view/1043
institution Universiti Kebangsaan Malaysia
building Perpustakaan Tun Sri Lanang Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Kebangsaan Malaysia
content_source UKM Journal Article Repository
url_provider http://journalarticle.ukm.my/
language English
description Linguistic research on fictional constructed language (conlang) in video game dominantly employs an approach mimetically designed for fictions and films namely a priori and a posteriori. We argue that a priori and a posteriori are unable to comprehensively analyze the relationship between fictional conlangs with game elements. This research aims at constructing a new taxonomy on fictional conlang design approach that adheres specifically to video game. To do so, first, we analyze 62 game titles with 94 fictional conlangs to prove that a priori and a posteriori display deficiencies in pointing their relationship with video game elements. The next step is constructing a taxonomy based on the integration of Crystal’s notion on ludic linguistics, language studies for playful purposes, and Aarseth’s textonomy, the study on how texts are accessed. The research findings indicate that a priori and a posteriori fail to classify 29 fictional conlangs into either category and to indicate the relationship between the conlangs with game elements. In response to this failure, we construct a taxonomy consisting of three approaches namely interpretive, explorative, and configurative. These three approaches are able to indicate a structural relationship between fictional game conlangs, game genres, and the immersion level of the players and to patch the weaknesses a priori and a posteriori taxonomy has. Linguists, departing from this new taxonomy, might cooperate with game designers to design comprehensive conlangs, specifically designed for video games, which conform and correspond to the game genres and immersion levels.
format Article
author Purnomo, SF Luthfie Arguby
Nababan, Mangatur
Santosa, Riyadi
Diah Kristina,
spellingShingle Purnomo, SF Luthfie Arguby
Nababan, Mangatur
Santosa, Riyadi
Diah Kristina,
Ludic linguistics: a revisited taxonomy of fictional constructed language design approach for video games
author_facet Purnomo, SF Luthfie Arguby
Nababan, Mangatur
Santosa, Riyadi
Diah Kristina,
author_sort Purnomo, SF Luthfie Arguby
title Ludic linguistics: a revisited taxonomy of fictional constructed language design approach for video games
title_short Ludic linguistics: a revisited taxonomy of fictional constructed language design approach for video games
title_full Ludic linguistics: a revisited taxonomy of fictional constructed language design approach for video games
title_fullStr Ludic linguistics: a revisited taxonomy of fictional constructed language design approach for video games
title_full_unstemmed Ludic linguistics: a revisited taxonomy of fictional constructed language design approach for video games
title_sort ludic linguistics: a revisited taxonomy of fictional constructed language design approach for video games
publisher Penerbit Universiti Kebangsaan Malaysia
publishDate 2017
url http://journalarticle.ukm.my/11768/1/18749-63573-1-PB.pdf
http://journalarticle.ukm.my/11768/
http://ejournal.ukm.my/gema/issue/view/1043
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score 13.211869