Article published In: Internet Pragmatics
Vol. 2:2 (2019) ► pp.290–318
How much reading between the lines is there in online game playing?
The functions of ‘Good job’ as a communication tool in Monster Strike
Published online: 15 October 2019
https://doi.org/10.1075/ip.00039.sak
https://doi.org/10.1075/ip.00039.sak
Abstract
This paper discusses to what extent people can convey and understand intentions and messages in Monster Strike,
which has only one tool for intentional messaging – called ‘good job’ (GJ) – to send messages to other players, and it is,
therefore, interesting to analyze how players exchange ideas and infer each other’s communicative intentions using a limited means
of communication towards a common goal. This paper describes the significance of GJ first through an analysis of actual game
playing, with supplemental information from players’ discussion spaces on line. The communications encompass (1) the original
meaning (i.e., ‘good job’); (2) extended interpretations; and (3) an attention signal, with shared temporary and cumulative
knowledge of the game and the players’ own dispositions.
Keywords: CMC, non-verbal communication, Monster Strike, game application, Japanese
Article outline
- 1.Introduction
- 2.Literature review
- 3.Background
- 3.1Monster Strike
- 3.2Elements of GJ that play a part in communication with other players
- 3.2.1Nickname
- 3.2.2The arrow signal
- 3.2.3Strike shot
- 3.2.4The ‘good job’
- 3.2.4.1Greeting messages
- 3.2.4.1.1Hello
- 3.2.4.1.2Good bye
- 3.2.4.1.3Thank you for the others’ GJ
- 3.2.4.2A request in the current play
- 3.2.4.2.1Timing of the SS
- 3.2.4.2.2Request to take/keep items
- 3.2.4.2.3Attention gaining
- 3.2.4.2.4Request to stay
- 3.2.4.2.5Encouragement to shoot a particular way
- 3.2.4.2.6Wrongness of predicted actions
- 3.2.4.3Opinions on the play, mainly praising and encouraging
- 3.2.4.3.1Praising a super play
- 3.2.4.3.2Apologizing for a mistake
- 3.2.4.3.3Complimenting or showing you do not mind
- 3.2.4.3.4Surprise at unexpected phenomena
- 3.2.4.4Others
- 3.2.4.4.1Scoffing
- 3.2.4.4.2GJ by players’ mistakes in smart phone manipulation
- 3.2.4.1Greeting messages
- 4.Research method
- Analysis of multi-playing
- 5.Case studies
- 5.1Case study 1: Hōrai (Challenge 3, 20 May 2017)
- 5.2Case study 2: El Dorado (Challenge 4, 10 June 2017)
- 5.3Case study 3: El Dorado (Challenge 4, 8 July 2017)
- 6.Discussion
- 7.Conclusion
- Acknowledgements
- Notes
References
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