Linguistic Accents in Videogames PROJECT DESCRIPTION This research is part of a larger project, The Language of Gaming, which started in 2010 and brings together videogame studies and applied linguistics (and specifically sociolinguistics). It looks at how games and gamers communicate and negotiate meanings within their specific communities of practice, and seeks to identify game/gaming-specific patterns of representation and interaction. The first stages of this research, which looked at the different layers of discourse in games design and communication about games, came out in monograph form in 2012 (The Language of Gaming, Palgrave Macmillan). Following an international conferences dedicated to videogames and language studies (Videogames and Language, Alicante, May 2016), where the project leader gave a keynote speech on videogame paratexts (Let’s Plays and cosituated gaming), a book-length collection of papers reporting on current research into videogames’ lexicology, discourses and language pedagogy (eds Ensslin & Balteiro) is currently in preparation. One of the key ideas driving this project from the start revolves around language ideologies, and in particular how linguicisms (stereotypical, popularly held attitudes) toward linguistic accents of English are used, perpetuated, functionalized, or indeed flouted by contemporary game designers. The first stages of this research, which was published in chapter form (Ensslin 2010; 2011), looked at how conventional and unconventional oppositions are conflated, e.g. by pairing moral binaries (good and bad) with artificial opposites like Received Pronunciation vs. Black English, and by looking at how Pax Americana (American hegemonic superiority; Bayard et al. 2001) is embedded in and iconized by the voices of heroic characters (Irvine and Gal 2000; for a related study on Disney characters, see Lippi-Green 2011). This research was largely anecdotal and centred around a select set of narrative 3D games (Black and White; Return to Castle Wolfenstein; Aion; Fable; Wizard 101). The proposed project is an interdisciplinary collaboration between the Departments of Humanities Computing, Modern Languages and Cultural Studies, Linguistics and Computing Science at the University of Alberta. It seeks to perform a considerably more comprehensive content-analytical study than was previously possible, using actual natural language data collected and publicly displayed on websites like the BBC’s Voices / British Library Sounds (http://sounds.bl.uk/Accents-and-dialects/BBC-Voices ), the SAA (Speech Accent Archive; http://accent.gmu.edu) and the International Dialects of English Archive (IDEA; http://www.dialectsarchive.com) projects as training data for machine learning. The resulting accent classifiers can then be applied to automatically identify accents in other speech datasets such as voiceovers in AAA games. A large part of these games (e.g. the Dragon Age and Mass Effect series) will be from Edmonton-based Bioware, with whom our research team enjoys strong professional links. Our findings are expected to give a far more nuanced picture of how friend and foe, as well as more hybrid, dynamic and rounded character roles may be framed phonetically – through allocation of linguistic accents – and how these vocal attributes may tie in (or not) with other semiotic modes such as visuals (facial features; body language) and written language (e.g. dialogue). It may also tell us about the degrees to which local accents tend to be artificially constructed, or faked, by voice actors, and about what particular varieties of so-called Standard North American (if there is indeed such a thing) tend to be chosen by game developers. Our findings will be used to inform academic circles in game studies and sociolinguistics, as well as future game design, and our ultimate goal is to encourage independent, experimental game designers in particular to aim for more diverse and egalitarian representations of linguistic realism than are routinely displayed in commercial videogames. Machine learning methods used in the project will be accelerated with CUDA-based software such as Nvidia digits and Matconvnet for Deep Learning and gpuArray-based MATLAB computations for dimensionality-reduction techniques such as the non-negative matrix factorization. In-kind funding has been provided by nVidia, who has donated a Titan X GPU (worth approx. $1,500) to facilitate this research. References: Bayard, D., A. Weatherall, C. Gallois and J. PIttam (2001) ‘Pax Americana? Accent Attitudinal Evaluations in New Zealand, Australia and America.’ Journal of Sociolinguistics, 5(1): 22-49. Ensslin, A. (2010) ‘“Black and White:” Language Ideologies in Computer Game Discourse,’ in S. Johnson and T. Milani (eds) Language Ideologies and Media Discourse: Texts, Practices, Policies, pp. 205-222. London: Continuum. Ensslin, A. (2011) ‘Recallin’ Fagin: Linguistic accents, intertextuality and othering in narrative offline and online video games’, in G. Crawford, V. K. Gosling and B. Light (eds) Online Gaming in Context: The Social and Cultural Significance of Online Games, pp. 224-235. New York: Routledge. Ensslin, A. (2012) The Language of Gaming. Basingstoke: Palgrave Macmillan. Irvine, J. and S. Gal (2000) ‘Language Ideology and Linguistic Differentiation,’ in P. V. Kroskrity (ed) Regimes of Language: Ideologies, Polities and Identities, pp. 35-83. Oxord: James Currey. Lippi-Green, R. (2011) English with an Accent: Language Ideology and Discrimination in the United States. London: Routledge. FACULTY-DEPARTMENT Modern Languages and Cultural Studies / Humanities Computing OPEN TO STUDENTS FROM THE FOLLOWING INSTITUTIONS University of Sydney - Australia, University of Western Australia, IIT Bombay - India, IIT Kharagpur - India, University of Auckland - New Zealand, Nanyang Technological University (NTU) - Singapore, National University of Singapore (NUS) - Singapore, University of Leeds - UK, University of Arizona - USA DESIRED FIELD OF STUDENT STUDY English language and linguistics (especially phonetics and sociolinguistics) and an interest in videogames INTERNSHIP LOCATION North Campus NUMBER OF INTERNSHIP POSITIONS 1 INTERSNSHIP START AND END DATE May 1 – length 12 weeks ARE THE DATES FLEXIBLE? Yes
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