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dc.contributor.authorVillanueva, Emily
dc.contributor.authorEnsslin, Astrid
dc.date.accessioned2022-05-02T14:05:27Z
dc.date.available2022-05-02T14:05:27Z
dc.date.created2021-09-24T11:09:11Z
dc.date.issued2021
dc.identifier.isbn9789027209887
dc.identifier.issn0922-842X
dc.identifier.urihttps://hdl.handle.net/11250/2993691
dc.description.abstractVideogames often take place in fictional worlds, yet the performed accents of game characters are real reflections of the language ideologies of a game’s creators and intended audience. This chapter demonstrates how these ideologies are at play in BioWare’s fantasy role-playing game Dragon Age: Inquisition (2014), through its linguistic differentiation of two characters, Cassandra and Leliana. Although largely presented as counter to one another, both are othered from the majority of in-game characters by way of their accented English. Videogames contain unique, medium-specific affordances; thus, using multimodal discourse analysis and procedural rhetoric, this chapter examines how Cassandra and Leliana’s accents construct social and ideological meaning, and how the performative nature of gameplay affects players’ perception of these characters.en_US
dc.language.isoengen_US
dc.publisherJohn Benjamins Publishingen_US
dc.relation.ispartofseriesPragmatics & Beyond New Series;327
dc.titleDivine intervention: Multimodal pragmatics and unconventional opposition in performed character speech in Dragon Age: Inquisitionen_US
dc.typeChapteren_US
dc.description.versionacceptedVersionen_US
dc.rights.holderCopyright John Benjaminsen_US
cristin.ispublishedtrue
cristin.fulltextpostprint
cristin.qualitycode1
dc.identifier.doi10.1075/pbns.327.09vil
dc.identifier.cristin1938093
dc.source.pagenumber205-227en_US
dc.identifier.citationIn: Planchenault, G. & Poljak, L. (eds.), Pragmatics of Accents, 205-227.en_US


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