Ludic Linguistics: A Revisited Taxonomy of Fictional Constructed Language Design Approach for Video Games

Authors

  • SF Luthfie Arguby Purnomo Universitas Sebelas Maret, Surakarta
  • Mangatur Nababan Universitas Sebelas Maret, Surakarta
  • Riyadi Santosa Universitas Sebelas Maret, Surakarta
  • Diah Kristina Universitas Sebelas Maret, Surakarta

DOI:

https://doi.org/10.17576/gema-2017-1704-04

Keywords:

Ludic Linguistics, fictional constructed language, textonomy, taxonomy, video games

Abstract

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. 

Author Biographies

SF Luthfie Arguby Purnomo, Universitas Sebelas Maret, Surakarta

SF Luthfie Arguby Purnomo is currently pursuing his doctoral degree in Linguistics Department, Universitas Sebelas Maret, Surakarta, Indonesia with special concerns on video game localization. He is currently a faculty member of English Literature Department at Institut Agama Islam Negeri Surakarta and a game designer at I After Smile Studio.    

Mangatur Nababan, Universitas Sebelas Maret, Surakarta

Mangatur Nababan is currently a faculty member of Linguistics Department, Universitas Sebelas Maret, Surakarta, Indonesia. He obtained his master degree in Cuin/Reading and Language Arts from University of Houston Texas, master degree in Applied Linguistics and Ph.D in Applied Linguistics (Translation) from Victoria University of Wellington. His interests are on Translation Studies.

Riyadi Santosa, Universitas Sebelas Maret, Surakarta

Riyadi Santosa is currently a faculty member of English Department, Universitas Sebelas Maret, Surakarta, Indonesia. He acquired his master degree in Applied Linguistics /TESOL from the University of Sydney and Ph.D in Applied Linguistics from Universiti Utara Malaysia. His interests are on Systemic Functional Linguistics.

Diah Kristina, Universitas Sebelas Maret, Surakarta

Diah Kristina is currently a faculty member of English Department, Universitas Sebelas Maret, Surakarta, Indonesia. She received her master degree in Applied Linguistics from the University of Sydney and Ph.D in Applied Linguistics from Universiti Utara Malaysia. Her interests are on Critical Discourse Analysis.

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Published

2017-11-29