Breaking of onomastic stereotypes in online games of the telephone format (on the example of the game “Supreme Mandarin”)
https://doi.org/10.20310/2587-6953-2021-7-27-412-424
Abstract
The aim of the work is to identify the factors of national stereotypes destruction and onomastic formulas in online games of the telephone format (on the example of the game “Supreme Mandarin”). The relevance of the research lies in the fact that the analysis of the anthroponymy and ergonymy of online games allows us to judge the place of the national and international in the gaming space, and therefore in the minds of our contemporaries. We use structural and semantic methods of onomastics analysis, etymological analysis, and the psychological method of participatory observation. The scientific novelty consists in the collection of new linguistic material (anthroponymy and ergonymy of the online game “Supreme Mandarin”) and its analysis from the standpoint of the proper names correspondence of the setting to the nationally oriented formulas for naming persons. We reveal that the programmed system of assigning game names, as well as the names of characters, supports and simultaneously destroys the authenticity of the game’s time and space. The setting is invaded by foreign or distorted ethnically oriented formulas for naming faces, parts of characters. The strengthening of breaking stereotypes “outerly” is due to the choice of gamers (in broad sense of the term) game names, ergonomics (alliance designation) without the intervention of the system. We determine that at the same time gender correlation is lost, stability and national authenticity of the personal name are eroded, and the fashionable ideas of communities dominate. Conclusions: analysis of anthroponyms and ergonomics of the game “Supreme Mandarin” shows violations of a number of nominative traditions: the ritual of naming and changing the name, ethnic onyms marking, gender identity. The violation of the authenticity of time and space reflects the mixed mass culture of the 21st century.
About the Author
M. Y. BelyaevaRussian Federation
Marina Y. Belyaeva, Doctor of Philology, Associate Professor, Professor of Russian and Foreign Philology Department
149 Stavropolskaya St., Krasnodar 350040
References
1. Lakhin R.A., Frolova N.N. Igrovyye praktiki Krasnodarskogo kraya: sotsial’no-pedagogicheskiy i kul’turno-istoricheskiy aspekty [Gaming Practices of the Krasnodar Territory: Socio-Pedagogical and Cultural-Historical Aspects]. Slavyansk-na-Kubani, Kuban State University Branch in Slavyansk-na-Kubani Publ., 2019, 164 p. (In Russian).
2. Malishevskaya N.A. Transformatsiya kontsepta igry: ot klassiki k postmodernu [Transformation of the game concept: from classic to postmodern]. Izvestiya vuzov. Severo-Kavkazskiy region. Obshchestvennyye nauki – Bulletin of Hgher Education Institutes. Northern-Caucasus Region. Social Sciences, 2006, no. 4, pp. 17-25. (In Russian).
3. Retyunskikh L.T. Filosofiya igry [Game Philosophy]. Moscow, Vuzovskaya Kniga Publ., 2007, 256 p. (In Russian).
4. Fedotova N.A. Geymifikatsiya v kontekste mediynoy praktiki [Gamification in the context of media practice]. Zhurnal Belorusskogo gosudarstvennogo universiteta. Zhurnalistika. Pedagogika – Journal of the Belarusian State University. Journalism and Pedagogics, 2017, no. 2, pp. 4-11. (In Russian). Available at: e.landbook.com/reader/journalArtide/534048/#1 (accessed 18.02.2021).
5. Ryzhov A.L. Virtual’naya identichnost’ i faktory formirovaniya vovlechennosti v massovuyu mnogopol’zovatel’skuyu onlayn-igru [Virtual identity and the factors of involvement in massively multiplayer online game]. Vestnik Yuzhno-Ural’skogo gosudarstvennogo universiteta. Seriya: Psikhologiya – Bulletin of the South Ural State University. Series “Psychology”, 2015, vol. 8, no. 2, pp. 94-105. (In Russian).
6. Moiseyev A.V. Onlayn-igry kak sredstvo rasprostraneniya idey ekstremistskogo kharaktera [Online-Games as a means of distribution of ideas of extremist character]. Uchenyye zapiski Rossiyskogo gosudarstvennogo sotsial’nogo universiteta – Scientific Notes of RSSU, 2018, vol. 17, no. 4 (149), pp. 65-71. (In Russian).
7. Korotyshev A.P., Rykhtik A.A. Igrovyye onlayn-soobshchestva – resurs formirovaniya grazhdanskoy identichnosti rossiyskoy molodezhi [Online gaming communities as a resource for forming the civic identity of Russian youth]. Sotsium i vlast’ – Society and Power, 2019, no. 3 (77), pp. 30-39. (In Russian).
8. Vlasova E.V. Sposoby peredachi antroponimov na russkiy yazyk (na materiale igry zhanra action/roleplaying game) [Methods of transferring anthroponyms into Russian (based on the material of the action/roleplaying game)]. Aktual’nyye problemy lingvistiki: vzglyad molodykh issledovateley: sbornik nauchnykh statey. Vyp. 5 [Actual Problems of Linguistics: The View of Young Researchers: Collection of Scientific Works. Issue 5]. Chelyabinsk, Encyclopedia Publ., 2020, pp. 25-32. (In Russian).
9. Fomin A.G., Chobotar V.G. Osobennosti perevoda antroponimov v literature i komp’yuternykh igrakh zhanra fentezi [Anthroponyms in fantasy fiction and computer games: approaches to translation]. Vestnik Kemerovskogo gosudarstvennogo universiteta – Bulletin of Kemerovo State University, 2019, no. 21 (2), pp. 558-563. (In Russian).
10. Zelenko K.R. Perevod antroponimov v komp’yuternykh igrakh (na primere “World of Warcraft” i “Bioshock Infinite” [Translation of Anthroponyms in Computer Games (For Example, “World of Warcraft” and “Bioshock Infinite”]. (In Russian). Available at: https://cyberleninka.ru/article/n/trudnosti-perevodakompyuternyh-igr-na-materiale-world-of-warcraft-i-bioshock-infinite (accessed 11.02.2021).
11. Urvantsev G.V. Fenteziynyye antroponimy v TES V: Skyrim [Fantasy anthroponyms in TES V: Skyrim]. Nauchnyy vestnik Rossiyskoy Akademii narodnogo khozyaystva i gosudarstvennoy sluzhby pri Prezidente RF. Politologiya i sotsiologiya – Scientific Bulletin of the Volgograd Branch of Ranepa. Series: Political Science and Sociology, 2018, no. 2, pp. 29-31. (In Russian).
12. Mayorov I.V. Osobennosti perevodcheskoy adaptatsii imen sobstvennykh pri yazykovoy lokalizatsii angloyazychnykh komp’yuternykh igr (na materiale igry “The Wit·sher 3: Wild Hunt”) [Features of translation adaptation of proper names for language localization of English-language computer games (based on the game “The Witcher 3: Wild Hunt”)]. Sbornik statey 9 Mezhdunarodnoy nauchno-prakticheskoy konferentsii «Nauchnyye issledovaniya molodykh uchenykh» [Collection of Works of the 9th International Research and Practice Conference “Scientific Research of Young Scientists”]. Penza, 2021, pp. 125-128. (In Russian).
13. Smirnova A.G. Problema perevoda antroponimov v komp’yuternykh igrakh (na materiale mnogopol’zovatel’skoy kartochnoy igry “Hearthstone”) [The problem of translation of anthroponyms in computer games (based on the multiplayer card game “Hearthstone”)]. Materialy 6 regional’noy nauchnoprakticheskoy konferentsii «Aktual’nyye voprosy sovremennoy lingvistiki» [Proceedings of the 6th Regional Research and Practice Conference “Current Issues of Modern Linguistics”]. Moscow, Information and Publishing Department of Moscow State Regional University, 2019, pp. 108-113. (In Russian).
14. Zakharova D.V. Spetsificheskiye osobennosti govoryashchikh imen sobstvennykh (na materiale komp’yuternykh igr: POKEMON, ZANZARAH, FRAN BOW, ADVENTURE TIME CARD WARS) [Specific features of speaking proper names (based on the material of computer games: POKEMON, ZANZARAH, FRAN BOW, ADVENTURE TIME CARD WARS)]. Sbornik statey 4 Mezhdunarodnoy nauchnoprakticheskoy konferentsii «Fundamental’naya i prikladnaya nauka: sostoyaniye i tendentsii razvitiya» [Collection of Workss of the 4th International Research and Practice Conference “Fundamental and Applied Science: State and Development Trends”]. Petrozavodsk, International Center for Scientific Partnership “New Science” Publ., 2020, pp. 171-174. (In Russian).
15. Popova A.R. Osobennosti naimenovaniya personazhey komp’yuternoy onlayn igry: semanticheskiye i funktsional’nyye [Features of the naming of characters in a computer online game: semantic and functional]. Sbornik materialov 11 Mezhdunarodnoy nauchnoy konferentsii «Russkiy yazyk i onomastika v polikul’turnom obrazovatel’nom prostranstve Yuga Rossii i Severnogo Kavkaza: problemy i perspektivy» [Collection of Proceedings of the 6th International Scientific Conference “Russian Language and Onomastics in the Multicultural Educational Space of the South of Russia and the North Caucasus: Problems and Prospects”]. Maykop, ASU Publ., 2017, pp. 435-439. (In Russian).
16. Ryukova A.R., Filimonova E.A. Perevod imen sobstvennykh pri lokalizatsii mul’tiplatformennykh komp’yuternykh igr [Proper names translation when localizing multiplatform computer games]. Vestnik Bashkirskogo universiteta – Bulletin of Bashkir University, 2016, vol. 21, no. 4, pp. 968-973. (In Russian).
17. Kuzmenko A.N. Funktsionirovaniye gruppovykh antroponimov serii komp’yuternykh igr Fallout kak nazvaniy politicheskikh ob”yedineniy: interaktivnyy aspekt [The functioning of Fallout computer game series group anthroponyms as names of political alliances: an interactive aspect]. Mir nauki, kul’tury i obrazovaniya – The World of Science, Culture and Education, 2020, no. 2 (81), pp. 555-557. (In Russian).
18. Klimova M.A. Nikneymy v komp’yuternykh igrakh: voprosy funktsionirovaniya i var’irovaniya [Nicknames in video gaming: functional use and variation]. Voprosy onomastiki – Problems of Onomastics, 2020, vol. 17, no. 3, pp. 293-315. (In Russian).
19. Vostretsova V.A., Suchkov A.A. Allyuzii v komp’yuternykh tekstakh: tipy, istochniki slozhnosti perevoda [Allusions in computer texts: types, sources of translation complexity]. Materialy 2 Mezhdunarodnoy nauchno-prakticheskoy konferentsii «Perevodcheskiy diskurs: mezhdistsiplinarnyy podkhod» [Proceedingss of the 2nd International Research and Practical Conference “Translation Discourse: An Interdisciplinary Approach”]. Simferopol, ARIAL Publ., 2018, pp. 72-77. (In Russian).
20. Sergeyenko M.E. Prostyye lyudi Drevney Italii [Common People of Ancient Italy]. Moscow, Leningrad, Nauka Publ., 1964, 160 p. (In Russian).
21. Belyayeva M.Y., Sartayeva L.I., Tregubova E.N. Onomastika Kubani: proshloye i nastoyashcheye [Onomastics of Kuban: Past and Present]. Slavyansk-na-Kubani, Kuban State University Branch in Slavyanskna-Kubani Publ., 2019, 138 p. (In Russian).
22. Yablokov K.V. Komp’yuternyye istoricheskiye igry 1990–2000-kh gg.: problemy interpretatsii istoricheskoy informatsii: avtoref. dis. … kand. ist. nauk [Computer Historical Games of the 1990s–2000s: Problems of Interpreting Historical Information. Cand. hist. sci. diss. abstr.]. Moscow, 2005, 23 p. (In Russian).
23. Kutlaliyev T.K. Zhanrovaya tipologiya komp’yuternykh igr: problema sistematizatsii khudozhestvennykh sredstv: avtoref. dis. ... kand. kul’turologii [Genre Typology of Computer Games: The Problem of Systematization of Artistic Means. Cand. cult. sci. diss. abstr.]. Moscow, 2014, 25 p. (In Russian).
24. Orland K., Thomas D., Steinberg S. The Videogame Style Guide and Reference Manual. Lulu.com Publ., 2007, 100 p.
25. Meletinskiy E.M. (ed.-in-chief). Mifologicheskiy slovar [Mythological Dictionary]. Moscow, Sovetskaya Entsiklopedia Publ., 1991, 736 p. (In Russian).
26. Vasilyeva N.V. Sobstvennyye imena v mire teksta [Proper Names in the World of Text]. Moscow, Vuzovskaya Kniga Publ., 2007, 256 p. (In Russian).
Review
For citations:
Belyaeva M.Y. Breaking of onomastic stereotypes in online games of the telephone format (on the example of the game “Supreme Mandarin”). Neophilology. 2021;7(27):412-424. (In Russ.) https://doi.org/10.20310/2587-6953-2021-7-27-412-424