The role videogames play in creating new experiences for museum visitors has attracted considerable scholarly attention in the past decades, but the lin- guistic dimension of «the playable museum» (Viola and Giulierini, 2018) is still a neglected research area. In order to foster debate on the topic from the perspective of Game Linguistics (Ensslin, 2012; Ensslin and Balteiro, 2019a), this paper presents a pilot corpus-assisted case study which explores the lan- guage of the original English version of Father and Son (TuoMuseo/MANN, 2017), the first videogame in the world published by a museum.
Languaging and Playable Museums: The Case of Father and Son / Cavalieri, Silvia; Pettini, Silvia. - (2024), pp. 33-49.
Languaging and Playable Museums: The Case of Father and Son
cavalieri silvia;
2024
Abstract
The role videogames play in creating new experiences for museum visitors has attracted considerable scholarly attention in the past decades, but the lin- guistic dimension of «the playable museum» (Viola and Giulierini, 2018) is still a neglected research area. In order to foster debate on the topic from the perspective of Game Linguistics (Ensslin, 2012; Ensslin and Balteiro, 2019a), this paper presents a pilot corpus-assisted case study which explores the lan- guage of the original English version of Father and Son (TuoMuseo/MANN, 2017), the first videogame in the world published by a museum.| File | Dimensione | Formato | |
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Cavalieri_Pettini.pdf
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