Article published In: Register Studies
Vol. 6:1 (2024) ► pp.1–30
Measuring the linguistic similarity of discourse from open-world role-playing games to the real world through an additive multidimensional analysis
Published online: 18 June 2024
https://doi.org/10.1075/rs.23001.dix
https://doi.org/10.1075/rs.23001.dix
Abstract
Digital games can provide rich sources of second language (L2) input; however, the extent to which gaming discourse is similar to real-world discourse has been a topic of debate in the computer-assisted language learning community. To quantitatively measure the extent to which gaming discourse shares linguistic similarity with real-world discourse, this study reports the findings of an additive multidimensional (MD) analysis comparing registers in open-world role-playing games to real-world registers using Biber, D. (1988). Variation across speech and writing. Cambridge University Press. Dimension 1: ‘Involved versus Informational Production.’ Results indicate that gaming discourse provides extensive language exposure that shares much linguistic similarity across a wide range of real-world contexts. Importantly, however, these similarities only become salient when the situational characteristics of gaming discourse are considered and parsed appropriately into register categories.
Article outline
- 1.Introduction
- 2.Method
- 2.1The single player offline game corpus and its representativeness
- 2.1.1SPOC compilation
- 2.2Data analysis
- 2.3Calculating D1 scores
- 2.4Methodological limitations related to short text lengths
- 2.1The single player offline game corpus and its representativeness
- 3.Results and discussion
- 3.1Interactive and immersive speech
- 3.2Lore
- 3.3Quest Stages and Tutorial Text
- 3.4Quest objectives and character text
- 4.Conclusion, limitations, and direction for future research
- Acknowledgements
- Notes
References
References (40)
Al-Surmi, M. (2022). TV shows, authenticity, and language learning: A corpus-based study. Register Studies, 4(1), 30–54.
Berber Sardinha, T., Pinto, M., Mayber, C., Zuppardi, M., & Kauffmann, C. (2019). Adding registers to a previous multi-dimensional analysis. In T. Berber Sardinha & M. Pinto (Eds.), Multi-Dimensional Analysis: Research Methods and Current Issues (pp. 165–186): Bloomsbury.
(2006). University language: A corpus-based study of spoken and written registers. John Benjamins.
(2014). Using multi-dimensional analysis to explore cross-linguistic universals of register variation. Languages in Contrast, 14(1), 7–34.
(2019). Multi-dimensional analysis: A historical synopsis. In T. Berber Sardinha & M. Pinto (Eds.), Multi-Dimensional Analysis: Research Methods and Current Issues (pp. 11–26): Bloomsbury.
Biber, D., Johansson, S., Leech, G., Conrad, S., & Finegan, E. (1999). The Longman grammar of spoken and written English. Pearson Education.
Cornillie, F. (2022). Digital games and technology-mediated gameful environments for L2 learning and instruction. In N. Ziegler & M. González-Lloret. (Eds.), The Routledge Handbook of Second Language Acquisition and Technology (pp. 272–285). Routledge.
Cumming, G. (2012). Understanding the new statistics: Effect sizes, confidence intervals, and meta-analysis. Routledge.
Dixon, D. H. (2024). Introducing the Single Player Offline Game Corpus (SPOC): A corpus of seven registers from digital role-playing games. Corpora, 19(1), 107–122.
Dixon, D. H. & Christison, M. (2021). L2 gamers’ use of learning and communication strategies in massively multiplayer online games (MMOs): An analysis of L2 interaction in virtual online environments. In Kelch, K. B., Byun, P., Safavi, S., & Cervantes, S. (Eds.), CALL Theory Applications for Online TESOL Education (pp. 296–321). IGI Global.
Dixon, D. H., Dixon, T., & Jordan, E. (2022). Second language (L2) gains through digital game- based language learning (DGBLL): A meta-analysis. Language Learning & Technology, 26(1), 1–25. [URL]
Egbert, J., Biber, D., & Gray, B. (2022). Designing and evaluating language corpora: A practical framework for corpus representativeness. Cambridge.
Egbert, J., & Mahlberg, M. (2020). Fiction – one register or two? Speech and narration in novels. Register Studies, 2(1), 72–101.
Egbert, J., & Staples, S. (2019). Doing multi-dimensional analysis in SPSS, SAS, and R. In T. Berber Sardinha & M. Pinto (eds.) Multi-Dimensional Analysis Research Methods and Current Issues. (pp. 125–144). Bloomsbury.
Egbert, J., Wizner, S., Keller, D., Biber, D., McEnery, T., & Baker, P. (2021). Identifying and describing functional discourse units in the BNC Spoken 2014. Text & Talk, 41 (5–6), 715–737.
Forchini, P. (2012). Movie Language Revisited: Evidence from Multi-Dimensional Analysis and Corpora. Peter Lang.
Friginal, E., & Hardy, J. (2019). From factors to dimensions: Interpreting linguistic co-occurrence patterns. In T. Berber Sardinha & M. Pinto (Eds.), Multi-Dimensional Analysis: Research Methods and Current Issues (pp. 145–164): Bloomsbury.
Goulart, L., & Wood, M. (2021). Methodological synthesis of research using multi-dimensional analysis. Journal of Research Design and Statistics in Linguistics and Communication Science, 6(2), 107–137.
Gray, B. (2011). Exploring academic writing through corpus linguistics: When discipline tells only part of the story. [Doctoral dissertation, Northern Arizona University]. UMI Number: 3490519
Jabbari, N. & Eslami, Z. R. (2019). Second language learning in the context of massively multiplayer online games: A scoping review. ReCALL, 31(1): 92–113.
JASP Team. (2021). JASP (Version 0.13.1) [Computer software]. [URL]
Johansson, S. (1982). Computer corpora in English language research. Bergen: Norwegian Computing Centre for the Humanities.
Johansson, S., Leech, G. N., & Goodluck, H. (1978). Manual of information to accompany the Lancaster-Oslo/Bergen Corpus of British English, for use with digital computers. Department of English, University of Oslo.
Liimatta, A. (2019). Exploring register variation on Reddit: A multi-dimensional study of language use on a social media website. Register Studies, 1(2), 269–295.
Peterson, M. (2016). The use of massively multiplayer online role-playing games in CALL: An analysis of research. Computer Assisted Language Learning, 29(7), 1181–1194.
Quaglio, P. (2009). Television dialogue: The sitcom Friends vs. natural conversation. John Benjamins Publishing.
Reinhardt, J. (2019). Gameful second and foreign language teaching and learning: Theory, research, and practice. Palgrave Macmillan.
Rodgers, M. P. H., & Heidt, J. (2021). Levelling up comprehensible input and vocabulary learning: The lexical profile of videogames. In W. Valentin & R. Tegge (Eds.), Pop culture in language education (pp. 215–227). Routledge.
Thorne, S. L., Fischer, I., & Lu, X. (2012). The semiotic ecology and linguistic complexity of an online game world. ReCALL, 24(3): 279–301.
Veirano Pinto, M. (2014). Dimensions of Variation in North American Movies, in T. Berber Sardinha and M. Veirano Pinto (Eds.), Multi-Dimensional Analysis, 25 Years On: A Tribute to Douglas Biber (pp. 109–147). John Benjamins.
Cited by (3)
Cited by three other publications
Dixon, Daniel H. & Anton Vegel
Schuring, Melissa & Kelly Shoecraft
Werner, Valentin, Mie Hiramoto & Paul Flanagan
This list is based on CrossRef data as of 30 november 2025. Please note that it may not be complete. Sources presented here have been supplied by the respective publishers. Any errors therein should be reported to them.
