
In the written English variety used in a community of World of Warcraft players, two iconic lexical items created from symbols have undergone semantic change. The words analyzed are ∧and <--, which have shifted from iconic deictic items used for discourse reference to non-iconic epistemic meanings. ∧ shifted from a discourse deictic to an affirmative of a previous utterance, and <-- shifted to a self-identifying meaning similar to a pronoun. The existence and evolution of these lexical items are related to the medium in which they were created, as their meanings are associated with a visual-spatial environment created by textual chat in the virtual world. The different meanings of ∧and <-- currently exist in polysemy in the community, and the continuum of meanings are documented using data from natural language use spanning three years. A statistical analysis is performed on the data, and a diachronic change in meaning is found; furthermore, the observed change follows the path of semantic shift processes previously documented in spoken language.
Online chat groups, Pragmatics, English language--Deixis, 410, 400, Video games, Iconicity (Linguistics), English language--Semantics
Online chat groups, Pragmatics, English language--Deixis, 410, 400, Video games, Iconicity (Linguistics), English language--Semantics
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