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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Penerbit Universiti Kebangsaan Malaysia
2017
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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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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 |
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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. |
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Article |
author |
Purnomo, SF Luthfie Arguby Nababan, Mangatur Santosa, Riyadi Diah Kristina, |
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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 |
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Penerbit Universiti Kebangsaan Malaysia |
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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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