title: ANTIORPHOGRAPHY AS A GAME MODE OF VIRTUAL COMMUNICATION
metadata.name: dc.contributor.author
metadata.value: Ryabova, Marina Yu.
metadata.lang: -
metadata.name: dc.date.accessioned
metadata.value: 2024-10-24T15:49:19Z
metadata.lang: -
metadata.name: dc.date.available
metadata.value: 2024-10-24T15:49:19Z
metadata.lang: -
metadata.name: dc.date.issued
metadata.value: 2024
metadata.lang: -
metadata.name: dc.identifier.other
metadata.value: https://doi.org/10.21638/2782-1943.2023.21
metadata.lang: -
metadata.name: dc.identifier.uri
metadata.value: http://hdl.handle.net/11701/47825
metadata.lang: -
metadata.name: dc.description.abstract
metadata.value: The article discusses the problem of virtual or digital (electronic) communication,
  which is a type of natural communication carried out with the help of
  various technical tools and resources. The development of virtual communication
  had a significant impact on the modern language functioning, especially
  in a written form, which is reflected in the emergence of such terms as the
  language of the Internet, cyberlanguage, network language, computerspeak,
  usertalk, Cyberdeutsch, Websprache, etc. The purpose of the study is to identify
  and describe the characteristics of the language of virtual communication,
  i.e. characterize the phenomenon of antiorthography (cacography) based on
  a game mode, or the phenomenon of language play.The term “language play”
  means a conscious deviation in the use of language units from certain language
  norms and rules in order to create a stylistic, comic, playing effect. As
  the result of the study, it was found that the phenomenon of antiorthography
  is based on a deliberate distortion of the word spelling as a conscious act on
  the part of the communicant so as to add the playing mode to the utterance.
  Graphic and spelling derivations in RuNet have received various names: novograph,
  preved-style, orpho-art. Antiorthography as a fact of Internet interpersonal
  communication was represented by such forms, as the language of
  kaschenites, the language of padonoks, the olbanskij language, etc. The novelty
  of this study is based on the hyposis that antiorthography as a deliberate
  break of spelling rules is just a game with illiteracy (at least at this stage in the
  development of network communication). The obtained study results allow
  us to assume that the phenomenon of antiorthography includes: 1) the use of
  symbols of other systems in addition to Russian letters as well as characters
  of different codes, 2) transliteration of Russian texts with the symbols of Latin
  alphabet, 3) a consistent rejection of the use of iotized letters, 4) violation of
  punctuation rules, 5) the use of abbreviations, 6) simplification of spelling.
metadata.lang: en_GB
metadata.name: dc.language.iso
metadata.value: en
metadata.lang: en_GB
metadata.name: dc.publisher
metadata.value: St Petersburg State University
metadata.lang: en_GB
metadata.name: dc.relation.ispartofseries
metadata.value: Synergy of Languages & Cultures 2023: Interdiscipilinary Studies;
metadata.lang: -
metadata.name: dc.subject
metadata.value: virtual communication
metadata.lang: en_GB
metadata.name: dc.subject
metadata.value: language play
metadata.lang: en_GB
metadata.name: dc.subject
metadata.value: antiorthography
metadata.lang: en_GB
metadata.name: dc.subject
metadata.value: language norm
metadata.lang: en_GB
metadata.name: dc.subject
metadata.value: errative
metadata.lang: en_GB
metadata.name: dc.subject
metadata.value: discourse
metadata.lang: en_GB
metadata.name: dc.title
metadata.value: ANTIORPHOGRAPHY AS A GAME MODE OF VIRTUAL COMMUNICATION
metadata.lang: en_GB
metadata.name: dc.type
metadata.value: Article
metadata.lang: en_GB
resources.filename: 244-252.pdf
resources.url: https://dspace.spbu.ru/bitstream/11701/47825/1/244-252.pdf
resources.format: Adobe PDF
resources.size: 616,42 kB