Abstract

Abstract Dialogic interaction is a distinctive feature of Animal Crossing, a social simulation video game developed by Nintendo, yet, little attention has been paid to it from a discourse analytical perspective. This paper aims to explore how AC characters are characterised through language and which discourse strategies are applied to engage players. The analysis, based on a corpus of dialogues transcribed by fans of the game, relies on corpus-linguistics methodologies and can be framed within the context of ludolinguistics. The study shows that emotive language is used to create an active interaction between player and non-player characters (NPCs). Even though NPCs are minimally characterized in terms of gender, age, or social status, the collocational analysis of “I” and “you” highlights two opposite personalities interacting in the dialogues: type A, lexically represented as extroverted, dynamic, and active, and type B, represented as kind, hesitant, and passive.

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.