Abstract

The article deals with the problem of the gamer’s name (nickname) in the professional sphere of gaming, as a specific form of the main self-presentation tool of a virtual linguistic personality in Internet communication. The article highlights linguistic peculiarities and functional characteristics of over 100 English nicknames of the professional participants of League of Legends game (years from 2016 to 2021), which have not been dealt with in onomastic studies. A nickname is the result of artificial self-nomination and is a way of self-presentation in virtual communication, fulfilling a discursive, phatic, emotional expressive function. This anthroponym is implemented through various forms and certain types, which are analyzed on the ground of nomination resources. Based on the idea that a nickname is a pseudonym, not a sobriquet, the level and descriptive classifications have been used, as well as structural analysis, which is fundamental in almost all the studies, as a nickname has given rise to both ordinary and bizzare forms of an alias (LeX, naJIkopyk-kyH, М@Се4кА). This allows gamers to create an image, that appeals both to them and to the surrounding people. While chatting with other gamers, a person is trying to use only that part of the nickname which contains signs and helps determine the addressee. The change of the nickname also serves the purpose of “the soul status” enhancement. The gender aspect of nicknames is implemented through various lexical, semantic, and grammatical means. Nicknames with a distinct gender component are more common than those with an implicit one. The above mentioned structural peculiarities of nicknames emphasize their linguo-cultural character, resulting from the development and the influence of the society, language, religion, traditions, and different trends of naming. Nicknames can function for quite a long time, if they become official pseudonyms, or they can last only for a few minutes (technical nicknames). This proves the fact that they function in compliance with their own laws. There are also a number of features, showing similarities with an early system of naming. Firstly, the choice of the nickname is determined by a distinguishing feature (like pseudonyms). Secondly, it is a desire to choose an imposing name which is easy to remember. Thirdly, gamers believe that their nicknames can influence their further destiny in the game. Internet creates a virtual world where laws and virtual persons follow the rules of carnivalization, which enables freely to choose an image determined by self-nomination and the development of the linguistic personality, that participates in the discourse.

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