This thesis analyses linguistic ideologies in Japanese pop culture, focusing on the linguistic charac-terization of non-human characters in video game dialogues. The study examines the role of devel-opers, textual dialogues, and user perceptions through a triangulated approach (author-oriented, text-oriented, and player-oriented), investigating the implicit and explicit construction of virtual identi-ties through language. The theoretical section provides an overview of existing research on the rela-tionship between language and characterization, with particular attention to the linguistic aspects of video games and secondary sources on the connection between language and ideology in popular culture. In the empirical investigation, interviews with developers offer insights into the writing process and the linguistic representation of non-human characters, while corpus-based analysis ex-plores how linguistic choices contribute to shaping character identities. Complementing this met-alinguistic analysis, a metapragmatic investigation examines user perceptions of language in video games. This study contributes to the understanding of the mediated representation of characters and linguistic ideologies in the video game context, offering a broader sociolinguistic perspective on the construction of fictional identities.
Questa tesi analizza le ideologie linguistiche nella cultura pop giapponese, concentrandosi sulla ca-ratterizzazione linguistica dei personaggi non umani nei dialoghi dei videogiochi. Lo studio esamina il ruolo degli sviluppatori, i dialoghi testuali e le percezioni degli utenti attraverso un approccio triangolato (author-oriented, text-oriented e player-oriented), indagando la costruzione implicita ed esplicita delle identità virtuali attraverso l’uso della lingua. La sezione teorica offre una panoramica delle ricerche esistenti sulla relazione tra lingua e caratterizzazione, con particolare attenzione agli aspetti linguistici dei videogiochi e alle fonti secondarie sul legame tra linguaggio e ideologia nella cultura popolare. Nell’indagine empirica, le interviste agli sviluppatori forniscono approfondimenti sul processo di scrittura e sulla rappresentazione linguistica dei personaggi non umani, mentre l’analisi basata su corpora esplora come le scelte linguistiche contribuiscano alla costruzione delle identità dei personaggi. A completare questa analisi metalinguistica, un’indagine metapragmatica indaga le percezioni degli utenti sul linguaggio nei videogiochi. Questo studio offre un contributo alla comprensione della rappresentazione mediata dei personaggi e delle ideologie linguistiche nel contesto videoludico, fornendo una prospettiva sociolinguistica più ampia sulla costruzione delle identità fittizie.
Language Ideologies in Japanese Pop Culture: Characterisation and Perceptions in Written Video Game Dialogues
MORETTI, LORENZO
2025
Abstract
This thesis analyses linguistic ideologies in Japanese pop culture, focusing on the linguistic charac-terization of non-human characters in video game dialogues. The study examines the role of devel-opers, textual dialogues, and user perceptions through a triangulated approach (author-oriented, text-oriented, and player-oriented), investigating the implicit and explicit construction of virtual identi-ties through language. The theoretical section provides an overview of existing research on the rela-tionship between language and characterization, with particular attention to the linguistic aspects of video games and secondary sources on the connection between language and ideology in popular culture. In the empirical investigation, interviews with developers offer insights into the writing process and the linguistic representation of non-human characters, while corpus-based analysis ex-plores how linguistic choices contribute to shaping character identities. Complementing this met-alinguistic analysis, a metapragmatic investigation examines user perceptions of language in video games. This study contributes to the understanding of the mediated representation of characters and linguistic ideologies in the video game context, offering a broader sociolinguistic perspective on the construction of fictional identities.| File | Dimensione | Formato | |
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https://hdl.handle.net/20.500.14242/352693
URN:NBN:IT:UNIVE-352693