The Voices of Game Worlds: A Sociolinguistic Analysis of Disco Elysium

Author:

Kjeldgaard-Christiansen Jens1ORCID,Hejná Míša1

Affiliation:

1. Department of English, Aarhus University, Denmark

Abstract

This article examines how vocal performances of characters can contribute to sociocritical storytelling in video games. We argue that the vocal performances of video game characters–and in particular their accents–can “fill in” the fictional story worlds of video games through associations with real people and places. These associations allow video games to evoke such social themes as are connected with accent, including privilege, conflict, class, and ethnicity. So evoked, these themes can then be critically examined. We apply this perspective in a sociolinguistic analysis of Disco Elysium, an expansive role-playing game in which the characters' vocal performances come to support the player's sociomoral orientation in the game world. Finally, we discuss a result of our analysis that runs counter to previous scholarship, namely that vocal stereotyping can serve to enhance, rather than to undermine, the player's critical apprehension of game worlds.

Funder

Carlsbergfondet

Publisher

SAGE Publications

Subject

Human-Computer Interaction,Applied Psychology,Arts and Humanities (miscellaneous),Anthropology,Communication,Cultural Studies

Reference44 articles.

1. Bayne A. (2020). 15 best video game acting performances of the decade. WhatCulture.com. Retrieved January 24, 2022, from https://whatculture.com/gaming/15-best-video-game-acting-performances-of-the-decade-2.

2. Brown F. (2021). No other game comes close to Disco Elysium. PC Gamer. Retrieved January 4, 2022, from https://www.pcgamer.com/no-other-game-comes-close-to-disco-elysium/.

3. Carson D. (2000). Environmental storytelling: Creating immersive 3D worlds using lessons learned from the theme park industry. Game Developer. Retrieved December 21, 2021, from https://www.gamasutra.com/view/feature/131594/environmental_storytelling_.php.

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