The meta-conventionalisation and moral order of e-practices
-
Dániel Z. Kádár
und Saeko Fukushima
Abstract
This study overviews the phenomenon of the meta-conventionalisation of interpersonal practices in the context of computer-mediated communication. The term ‘meta-conventionalisation’ refers to the coding of the conventional interpersonal practices of a particular group, or various groups, in the form of entertainment as films and novels. The word ‘meta’ refers to the fact that such pieces of artwork narrate a set of conventional practices from a quasi-observer point of view, without involving their audience in these practices as language users – in this sense they are different from good practice guides (typically described as ‘netiquette, in the context of e-pragmatics), which assume that readers will internalise the practices they describe. Meta-conventionalisation has been an understudied phenomenon, in spite of representing an important aspect of our daily lives. We illustrate how this phenomenon operates by examining a Japanese case study: a popular novel which features the online interactions of a group of otaku, that is, asocial young people who lock themselves up and interact in highly specific ways.
Abstract
This study overviews the phenomenon of the meta-conventionalisation of interpersonal practices in the context of computer-mediated communication. The term ‘meta-conventionalisation’ refers to the coding of the conventional interpersonal practices of a particular group, or various groups, in the form of entertainment as films and novels. The word ‘meta’ refers to the fact that such pieces of artwork narrate a set of conventional practices from a quasi-observer point of view, without involving their audience in these practices as language users – in this sense they are different from good practice guides (typically described as ‘netiquette, in the context of e-pragmatics), which assume that readers will internalise the practices they describe. Meta-conventionalisation has been an understudied phenomenon, in spite of representing an important aspect of our daily lives. We illustrate how this phenomenon operates by examining a Japanese case study: a popular novel which features the online interactions of a group of otaku, that is, asocial young people who lock themselves up and interact in highly specific ways.
Kapitel in diesem Buch
- Prelim pages i
- Table of contents v
- (Im)politeness, morality and the internet 1
- The personal and/as the political 11
- Exploring the moral compass 37
- “Ya bloody drongo!!!” 67
- Impoliteness and the moral order in online gaming 99
- Impoliteness online 125
- The meta-conventionalisation and moral order of e-practices 149
- Contributors 174
- Index 177
Kapitel in diesem Buch
- Prelim pages i
- Table of contents v
- (Im)politeness, morality and the internet 1
- The personal and/as the political 11
- Exploring the moral compass 37
- “Ya bloody drongo!!!” 67
- Impoliteness and the moral order in online gaming 99
- Impoliteness online 125
- The meta-conventionalisation and moral order of e-practices 149
- Contributors 174
- Index 177