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Negative Politeness in Resident Evil 2

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0% found this document useful (0 votes)
11 views16 pages

Negative Politeness in Resident Evil 2

Uploaded by

General Rafis
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Negative Politeness in video game “Resident Evil 2 Remake: Claire 2nd Run”

Toward Claire Redfield

Muhammad Rafi Shalahuddin

English Literature, Faculty of Languages and Arts, State University of Surabaya

muhammadshalahuddin.22059@[Link]

Abstract

Purpose: This research is to examine how the behaviour and some of the words
spoken by Claire in the Resident Evil 2 Remake game take place and are carefully
examined with negative politeness rules. The point of negative politeness it’s a
communication with others.

Methods: Conducted with (1) Transcript, Using the transcript in the video game. This
will help me in my research and make it easier for me to process the data, (2) Game
footage, Using the footage the game to help me to analyse the conversation, (3) The
plot, how the story progress.

Result: This section looks at the possible outcomes of a study that looked at Claire
Redfield's perception and the effects of rudeness in Resident Evil 2 Remake. Owing
to the research's speculative nature, the findings offered here are predicated on the
suggested framework and possible analysis techniques. Character Communication
and Observation. Using approximators and hedging When characters ask Claire for
things, the analysis may show that hedging and approximators are frequently used.
Question Forms, when characters approach Claire for assistance, the study may
discover that question forms are frequently utilized.
Deference Markers, the analysis may reveal occasions in which characters address
her with deference markers. This could support the idea that Claire is a respectable
person despite her lack of experience in comparison to other characters like Leon.
Environment and Nonverbal Cues, Body Language, the study may pinpoint
nonverbal clues that support impoliteness in spoken words. Characters may indicate
sincerity and collaboration, for instance, by maintaining eye contact and adopting
open postures when making requests.
Environmental Design, the research could examine the ways in which unfavourable
politeness is communicated through the surroundings.
Conclusion: Through the examination of negative politeness in Resident Evil 2
Remake, this study aims to provide insights into how language influences player
perception and character depiction in video games. Gaining an enhanced
understanding of these subtleties might enhance one's appreciation of video game
narratives and the characters that inhabit them. A more thorough grasp of this little-
studied area of video game communication may be obtained by additional study that
takes into account the suggested framework and resolves the issues raised.

Keyword: Negative politeness, communication, term

1. Introduction and providing them with a tactful exit.


This fosters a more cordial and relaxed
Have you ever been afraid of
dialogue for everyone.
bothering someone and hesitated to
In the society, everyone can be
ask for something? That's the point of
themselves or maybe someone else.
negative politeness! It's a superpower
Some of them sometimes become
of communication that enables you to
good person or the opposite.
express yourself while honouring the
Regardless of age from young to old.
time and space of the other person.
Everyone can be whatever they want.
Using theory from Brown and
Negative politeness places more
Levinson in the 70s. Basically this
emphasis on reducing any imposition
theory based on Goffman’s that tell us
on the listener than positive politeness,
about a face theory. How people were
which is more concerned with
polite to the others.
establishing a rapport and being kind.
It's equivalent to saying, "Hey, I know Negative politeness is a norm by
I'm making a request, and I completely which a person can be judged by the
understand if you can't help." This way he speaks or behaves. It cannot be
method can be very helpful when denied that in the current era this rule
interacting with strangers or in formal is and must be owned by everyone
settings. including a character in a video game.
With this characteristic, it can be
Consider it a dance in which you defined that the character with
are respecting their right to decline negative politeness is some kind of
bad character. Some are not bad, but criteria. In conclusion, the findings of
the way they say things is definitely earlier research suggest that male
fuelled by emotion and the way they characters dominated a large number
act out their anger. Some of the ideas of video game titles that were released
that I present, there are several over an extended period of time.
journals that can help my evidence to Submissive positions were portrayed
strengthen this research. by female characters. The majority of
the characters were clearly White.
The first was a journal from J., &
Martis, R. G., 2007, ‘The lara Second reference was a journal
phenomenon: Powerful female from Puro, J. M., 2016, ‘FEMALE
characters in video games’, Journal of CHARACTERS IN VIDEO GAMES
Sex Roles, vol 56, pp. 141–148. Representation and Character Types’.
(Jansz & Martis, 2007)
. They discussed the (Puro, 2016). The treatment of female
current study in this journal in order to gamers and female game characters
further our understanding of how has been a hot topic in the industry for
gender and race are portrayed in video years, and this publication discusses
games. They looked at how males gender equality. The author's goal is to
were portrayed to see if shifts in how assess the existing state of affairs and
men were portrayed also affected the offer a comprehensive summary, with
way women were stereotyped. The a particular emphasis on investigating
race of video game characters was potential representational problems
their second theme. Their goal was to and their manifestations. A summary
determine whether the racial diversity of the variety and diversity of female
of modern game worlds has increased character types depicted in video
since the past. They employ coding, games is also included, with an
sampling, and procedure as their emphasis on AAA titles with
method. The sexualized emphasis on substantial development teams and
feminine traits is the main topic of budgets, as well as smaller titles in
their research. The drawback is that, exceptional circumstances where they
instead of choosing at random from have cultural significance. using the
the selection of games that were on the qualitative method and focusing on the
market, they selected their group of 12 female characters in AAA games in
games based on predetermined particular. Three main points are the
subject of their study. The first is how in Interactional Sociolinguistics 4’.
women are portrayed in video games, (Brown & Levinson, n.d.). The writers
including their number, diversity, and of this book discuss the reprinting of
potential issues. Expectations based on "Universals in language usage:
gender are the second. What gender is, politeness phenomena" over a ten-year
what characteristics and expectations period. focusing on topics that are
are based on gender, and how are perennially significant because they
these expressed? The third area of confront the fundamentals of human
focus is sexual objectification and how social interaction and living. They
sexuality is portrayed in video games. employ this technique by looking at
Their research is limited because there the concurrent phenomenon. The goal
are typically only a few female is to provide us with a better grasp of
characters, and as a result, some of how to use language politely. Their
these characters' traits may come to knowledge is the basis for the
represent all women. In a nutshell, this limitation. In summary, this book
is the representation of female provides additional insight into the art
characters in contemporary Western of civility.
video games. In their introduction,
The fourth reference was a journal
they outlined the problematic aspects
from Lankoski, P. (n.d.),’ Character
of the current state of affairs: although
Design Fundamentals for Role-Playing
the games and industry are
Games’, Journal of Programming, pp.
progressing, there is still a lack of
139-148. (Lankoski, n.d.). The writers
satisfactory female representation in
of this essay discuss the importance of
many areas, even though
emotion in role-playing game design.
approximately half of all players are
The goal is to offer conceptual tools
female. These include harassment of
for design analysis and evaluation as
female players, societal perceptions of
well as for role playing games (both
the field as masculine, and the reliance
tabletop and live-action role-playing
of female characters on stereotypes.
games). The authors' techniques
The third reference was a book include game design, psychology
from Brown, P., & Levinson, S. C. (particularly emotion theory),
(n.d.), 1978, ‘Politeness Some sociology, and theatrical writing
universals in language usage Studies techniques. The purpose of this essay
is to explain the value of character- the degree to which this reflection
based writing in role-playing game contributes to the dearth of female
design and to highlight some of the representation in video games are
theories that support his methodology. discussed. The drawback of gender-
The restriction is that the game master based discrimination is that it gives
must implement these concepts and females a distinct form of identity,
give the players a description of the which perpetuates stereotypes and
character. When creating emotionally restricts their opportunities. Analysing
charged role-playing games, how women are portrayed in games
characters are crucial. Character and how they are perceived as gamers
interpretation depends on a number of is the conclusion. Examining the
factors, which must be considered in history of electronic games and the
order to make a playable game. various changes they have
Character design is crucial to creating experienced; we can observe how it
a rich gaming experience because, has become one of the entertainment
above all, character interpretation leaders.
necessitates character knowledge.
The sixth reference was a journal
The fifth reference was a journal from Ryabova, M., 2015, ‘Politeness
from Bristot, P. C., Pozzebon, E., Strategy in Everyday
Frigo, L. B., Canal, F. Z., Augusto, J., Communication’. Journal of Social
& Carraro, R. 2019, ‘Female and Behavioural Sciences, vol 206, pp.
Representation in Video Games’, 90–95. (Ryabova, 2015). The author of
Journal of Programmer, vol. 22, issue this journal discusses how the culture
2. (Bristot et al., 2019). The author of contemporaneity manifests itself
discusses how female video game through the different discourses and
characters are underrepresented. Their conceptions that make up the category
goal is to talk about how female video of everyday life, which they portray
game characters aren't really and expose. Examine how some
representative. Their approach is English speech etiquette models are
bibliographic, and they will employ used, paying particular attention to
exploratory researcher approaches. how common English politeness forms
The extent of the stereotypes are used. applying techniques that
engendered by the female figure and involve analysing behaviour in regular
communication. The range of the refutes Brown and Levinson's
author Using the pragmatic assertion that facework is best
frameworks of speech acts of apology accomplished through negative
and condolence, examine politeness politeness, and it is recommended that
strategies. The drawback is that not further research on facework and
everyone uses tactful language when FTAs be conducted using interaction
conversing. An attribute of the models that are sensitive to cultural
communicative culture of the English differences. The absence of prior
is the conclusion etiquette norms in research is the limitation. As a result
speech behaviour, which dictate the of studying naturally occurring
formulae and models of their daily apologies in Cuernavaca Spanish, the
communication, revealing their class author aimed to identify the most
and social status and functioning frequently employed apology
within the politeness strategy of socio- strategies and sub-strategies as well as
pragmatic conditions. the kinds of positive and negative
politeness strategies employed by the
The seventh reference was a
speech community members to carry
journal from Wagner, L. C. (n.d.),
out this speech act.
‘Positive-and Negative-Politeness
Strategies: Apologizing in the Speech 1.1. Research Gap
Community of Cuernavaca, Mexico.’
1. Few studies on negative
Journal of Education. (Wagner, n.d.).
politeness in video games: The
This publication describes a study on
topic of negative politeness in
the apologies and politeness
video games, particularly when
techniques that naturally occur in
directed at a key character, has
Cuernavaca Spanish. focusing on
not received much attention in
research on expressing regret and
the field.
being courteous in different dialects of
2. Focus on dialogue: The
Spanish. Since no prior research on
majority of research on
apologies or civility had been done in
language in video games tends
Cuernavaca, Mexico, the capital city
to ignore non-verbal clues and
of the state of Morelos, the authors
environmental elements in
used this method to conduct their
favour of dialogue analysis.
inquiry. The investigation's breadth
3. As for Claire Redfield wish to avoid being imposed upon.
specifically: Research on how
female characters is portrayed Components of Negative politeness
in video games may exist, but
nothing is known about how 1. Hedging is softening the request by
vocabulary is used to refer to being evasive or unclear (for example,
certain characters, such as saying "I was wondering if..." as
Claire Redfield. opposed to "Give me...").
1.2. Research Question 2. Approximators are requests that are
suggested indirectly, such as "It might
1. How is Claire Redfield viewed
be helpful if..." rather than "Do..."
in Resident Evil 2 Remake in
3. Question forms: use language like
relation to the use of
"Would you mind...?" to frame
impoliteness?
requests as questions so the recipient
2. Is there a cultural component
has an option.
to the way that Claire Redfield
4. Deference markers: addressing
is treated poorly with
someone with grace and
politeness?
acknowledging their social status (e.g.,
3. Does Claire receive different
"Sir," "Ms.").
treatment from other characters
in the game when it comes to 2.2. Domain
negative politeness?
This framework offers a
multidisciplinary method for
2. Theoretical Framework
examining how Claire Redfield's

2.1. Language perception is shaped by unfavourable


politeness in Resident Evil 2 Remake.
According to To provide a thorough understanding,
(Brown & Levinson, n.d.)
, negative politeness is it integrates ideas from gender studies
the term used to describe deceptive and pragmatics.
tactics used to lessen the imposition
that results from a request or action. It Domain about Negative
emphasizes preserving social distance Politeness Strategies – Pragmatics.
and shielding the listener's (the This sector, which builds on the
addressee's) bad face—that is, their
fundamental idea of the preceding 2) Power Dynamics and Gender
structure, is devoted to the particular Stereotypes: Examine whether
rudeness tactics that are employed in being impolite perpetuates
the game: gender norms. Is Claire's
1)Linguistic analysis: In the discussion portrayal more accommodating
aimed at Claire, find and classify or helpful as a result of the
occurrences of approximators, respect unkind words used to address
signals, hedging, and inquiry forms. her?

2)Speech Act Theory: Examine how 3. Method


negative politeness techniques are
3.1. Transcript
used to create characters' speech acts,
such as instructions, suggestions, and Using the transcript in the video. This

requests. This may disclose the will help me in my research and make

motivations of the characters as well it easier for me to process the data.

as their power relationships with


Leon and Claire first meeting at gas
Claire.
station

Domain about gender. This Leon S. Kennedy: "No one's


domain uses a gendered perspective to around..."
examine the various ways that Claire
Claire Redfield: "Whoa, don't
might be treated differently when it
shoot!"
comes to negative politeness:

Leon: "Get down!"


1) Gender-Based Language:
Examine whether the speaker's "Come on!"
gender influences the
employment of impoliteness Claire: "What the hell is going on?"

techniques. Do female
Leon: "I don't know... Hopefully,
characters speak to Claire more
they'll have some answers at the
subtly than male characters do,
police station."
or are male characters more
assertive? Claire: "Wait, you're a cop?"

Leon: "Yeah, Leon Kennedy. You


are...?" here."
Claire: "More like running."
Claire: "Claire—Claire Redfield."
Leon: "Yeah, good call.

Leon: "CLAIRE, YOU OK!?" Jesus Christ!"


Claire: "Leon! We gotta back up!
Claire: "YEAH! I'M ALRIGHT! What the-!?"
HOW ABOUT YOU!?" Leon: "Holy shit! Claire, get out!
Get out NOW!"
Leon: "I CAN'T STAY HERE! IT'S
Claire: "I can't!"
NOT SAFE!"
Leon: "Hold on!"
Claire: "GO ON AHEAD! I'LL Claire: "Oh, shit...!"
MEET YOU AT THE STATION!" Leon: "CLAIRE! CLAIRE, YOU
OK!?"
Leon: "I'LL BE THERE!"
Claire: "YEAH! I'M ALRIGHT!
Claire and Leon enter the city HOW ABOUT YOU!?"
Leon: "I CAN'T STAY HERE! IT'S
Radio Announcer: "Attention all
NOT SAFE!"
citizens: Due to the citywide
Claire: "Oh, shit...
outbreak, you are advised to take
GO ON AHEAD! I'LL MEET YOU
shelter at the Raccoon City police
AT THE STATION!"
station. Free food and medical
supplies will be provided to
everyone in need." Claire finds sherry at sewer
Claire Redfield: "Oh my god, this is
Claire Redfield: "What is this...?"
so unreal..." Annette Birkin: "Sherry... I told
Leon S. Kennedy: "The police
you; I cannot leave here until my
stations not much farther. They'll
work is done."
know something." Sherry Birkin: "That's what you
Claire: "Yeah, but...what if we're the
always say."
only ones? What if there's no Claire: "Sherry...?"
survivors-" Annette: "Why didn't you stay in the
Leon: "No, there's survivors. It's a house? It was safe there."
big city...there has to be. Claire: "Hey! Sherry!"
Looks like we're walking from Sherry: "I was scared."
"Those things were everywhere and brother?"
—" Claire: "I did actually, he's—"
Annette: "You should've called the "Just when you think it can't get any
police!" worse..."
"That's what we thought you." "Leon, you should get going."
Sherry: "I did, but nobody came." Leon: "Don't worry about me."
"And you didn't answer your phone "Just...get yourself to safety."
so—" Claire: "No, Leon, seriously, they're
Annette: "Sherry, I don't have time getting through the fence!"
for this!" "Please, just go!"
Claire: "Oh, no... Sherry! Sherry! Leon: "We're gonna make it. Both
I'm coming...!" of us."
Leon meets Claire at Fire Escape 3.2. Gameplay footage
(Leon 2nd)
Image footage can help in the process
Leon Scott Kennedy: "HEY! of transcribing subtitles and
CLAIRE!?" conversations between players.
Claire Redfield: "LEON!? I'LL BE
RIGHT THERE!"
Leon: "Come on..."
Claire: "Leon! We really got to stop
meeting like this."
Leon: "Are you alright? Police
chopper..."
"It just, came out of nowhere..."
Claire: "Yeah, I'm fine."
Leon: "I take it you don't have the
key..."
Claire: "No, I don't... It's good to see
your face, though." 3.3. The plot
"How are you holding up?"
The story begins with Leon
Leon: "I am...hanging in there."
and Claire drive through the destroyed
Claire: "Helluva night, huh?"
streets, they find that the only people
Leon: "Yeah. You find your
they see are zombies. However, they
hear from a recorded broadcast that on the way there, a police helicopter
refugees should go to the Raccoon crashes into a hallway on the second
Police Station to find safety. Leon and floor. As Leon and Claire talk,
Claire realize they have to walk the zombies approach and the gate cannot
remaining distance after the be opened. After a while, one of the
automobile comes to a stop. Zombies survivors finds the way and goes
swiftly ambush the automobile, through the hidden entrance beneath
stopping them for a few seconds while the main hall statue. Knowing that he
the wounded truck driver approaches is going to turn into a zombie, Marvin
them, losing consciousness as he closes the door on them and won't go.
swerves off the road and just avoids a Now that Marvin has turned into a
head-on collision. Just in time to zombie, the second run character must
prevent the tremendous explosion figure out the riddle on their own
from igniting the oil seeping from the when they get to the police station.
wrecked truck, Leon and Claire Leon or Claire will run into T-00, a T-
manage to flee the burning police car. 103 Tyrant tasked with eliminating
Leon and Claire, separated by the everyone at the police station and
smouldering wreckage of the truck, searching for the G-Virus, when they
establish their safety before departing approach the S.T.A.R.S. headquarters.
separately.
Either survivor fights Dr. William
When one of the two survivors Birkin in his G1 form when they come
gets to the Raccoon Police Station, he upon him in the subterranean
sees police officer Elliot Edward, who passageways. Claire teams up with
is trying to help him, being ripped in Sherry Birkin following their victory
half under a shutter. The lone survivor, over him. Police Chief Brian Irons will
Lt. Marvin Branagh, assists in take Sherry away from Claire and take
providing an explanation of the event, her to the Raccoon City Orphanage.
stating that the few police officers who Later, he calls Claire and demands that
were left were attempting to flee via a she give him Sherry's necklace, which
covert tunnel. Marvin gives Claire or he needs but won't talk about. As
Leon the task of opening the secret Claire departs the station for the
entrance. They will eventually be orphanage, she discovers that Irons is
instructed to go to the east wing, and dying from a G-embryo implant and
an attack by Birkin. T-00 stalks her into Dr. Annette Birkin, whom she
and Sherry when they escape through holds responsible for the outbreak.
a hatchway in his office. T-00 is One of the few survivors of Raccoon
pierced by Birkin's claws as they enter City who is not infected is Robert
an elevator, and the two tumble into Kendo, the proprietor of a gun store,
Umbrella's sewer complex. Sherry's who the two meet before going into
mother, Dr. Annette Birkin, introduces the sewers. Kendo is upset that the
herself to Claire and whisks her away RPD was unable to maintain control of
to safety. But soon after, Sherry the situation and wants no contact with
experiences the negative consequences Leon. Emma, his 10-year-old
of the G-Virus, which her father daughter, is infected and on the verge
implanted off-screen. of turning into a zombie, which is
distracting them. After forcing the two
In Leon's tale, he meets Ada
to exit through the back door, Kendo
Wong subsequent to overcoming
brings Emma back to their apartment
Birkin. Ada treats him disrespectfully
so he may murder her with his
and in cooperatively as a police
shotgun. Leon is being pursued by a
officer. When Ben Bertolucci, a
gigantic, mutant alligator when they
prisoner, tries to communicate to him
get to the sewers, but he manages to
about Umbrella's hold over Chief
set off an explosion that blows off its
Irons, he has more success. Ben is
head. When Leon catches up to Ada,
soon assassinated by T-00 when Leon
Annette shoots him. Ada pursues her
refuses to believe that his boss is
and ends up almost dying in an
dishonest. T-00 is unable to escape
incinerator. Later, she stumbles from a
Ben's cell since the power is off. After
bridge and is stabbed in the leg by a
restoring the cells' power, Leon finds a
piece of debris.
parking garage keycard that will allow
Following their battle with Birkin in
him to escape, but T-00 is also
his G2 form, Leon and Claire depart
pursuing him. Ada hits T-00 with a
for NEST, Leon with Ada to carry out
police van, rendering him
their investigation and Claire with
unconscious.
Sherry to seek medical assistance. In
She enlists Leon in her order to enter the facility's more
operation instead of Ben, her contact, guarded regions, both parties gradually
claiming to be an FBI agent looking gather wristband cards as they tour the
space. Leon finds T-00 in the due to Leon stealing the virus. After
greenhouse during this quest; arriving at the getaway train, Claire
however, he is not present in Claire's and Sherry engage Birkin in combat in
story because he has passed away. his G-4 form as the train is dropped
onto the rail below.
After Claire or Leon retrieve Concurrently, Leon rides a cargo
DEVIL or the G-Virus sample, the elevator to the same platform, where
Birkin G-3 battle occurs in the he encounters T-00, who has
restricted West Area of NEST. transformed into a Super Tyrant. Ada,
Annette confronts them in both cases, who is still alive, throws a rocket
betrays her husband before suffering launcher at the mutant to eliminate it.
severe injuries. Claire and Annette Birkin is compelled to absorb
travel to the security room to vaccinate other people's bodies in order to
Sherry following the boss fight. survive after taking severe injuries and
Despite the process of surgically losing battles. He has transformed his
removing her body's G-Cells, Annette G-5 form into an amorphous mass of
passes away content that she won't tentacles, eyes, teeth, and flesh. When
become a monster like William it tries to move in the direction of its
because there isn't enough time to cure prey again, he gets aboard the train
her of the G-Virus. with Claire, Leon, and Sherry.

In Leon's regard, he The second run character, fed


approaches Ada after determining that up with battling G, uses all of their
her FBI inquiry is improbable and that remaining energy to battle the monster
it's possible, she's a spy assigned to in an attempt to buy enough time for
steal the virus. Ada draws a revolver the carriage to break free and be
on him, but Annette shoots her, burned by the approaching flames
causing Ada to collapse to the shooting from NEST. After
facility's floor. There's no more G- determining what to do next, the three
Virus sample. Leon, Claire, and survivors stop the train at the other end
Sherry take separate ways to the of the tunnel and start to travel along a
underground train yard after using an highway over the plains, now that
express elevator to descend, with Birkin is dead. When they come across
NEST's auto-destruct system triggered a truck driver who is traveling into
Raccoon City, Leon gets ready to Claire as a strong leader who
shoot him since he believes the driver encourages collaboration.
may also be infected, but the guy just Question Forms: When
ignores him and keeps driving. Both characters approach Claire for
Leon and Claire make a vow to stop assistance, the study may discover that
Umbrella for what transpired, and question forms are frequently utilized.
Leon goes on to say that as long as By doing this, Claire might be able to
they stick together, everything will exert some control over the
work out. circumstance without coming across
as unduly demanding. But the
4. Result and Discussion
questions' wording can also be telling.
This section looks at the Asking Claire a question like "Would
possible outcomes of a study that you mind checking that room?" could
looked at Claire Redfield's perception indicate some reluctance or reverence,
and the effects of rudeness in Resident which could be a reflection of Claire's
Evil 2 Remake. Owing to the membership in the STARS (Special
research's speculative nature, the Tactics and Rescue Service).
findings offered here are predicated on
the suggested framework and possible Deference Markers: Given
analysis techniques. Claire's experience as a STARS
trainee, the analysis may reveal
Character Communication and occasions in which characters address
Observation. Using approximators and her with deference markers. This
hedging When characters ask Claire could support the idea that Claire is a
for things, the analysis may show that respectable person despite her lack of
hedging and approximators are experience in comparison to other
frequently used. This could be seen as characters like Leon.
an attempt to recognize Claire's
agency and minimize the imposition. Environment and Nonverbal
Instead of giving a more direct order, Cues, Body Language: The study may
Leon can say something like, "I was pinpoint nonverbal clues that support
wondering if you could lend a hand impoliteness in spoken words.
with this?" This might help others see Characters may indicate sincerity and
collaboration, for instance, by
maintaining eye contact and adopting area of video game communication
open postures when making requests. may be obtained by additional study
On the other hand, turned away eyes that takes into account the suggested
or closed bodies could be signs of framework and resolves the issues
reluctance or a wish to minimize raised.
forcing Claire to do anything.
References

Bristot, P. C., Pozzebon, E., Frigo, L. B., Canal, F.


Environmental Design: The
Z., Augusto, J., & Carraro, R. (2019).
research could examine the ways in
Female Representation in Video Games
which unfavourable politeness is
(Vol. 22, Issue 2).
communicated through the
surroundings. Areas that are difficult Brown, P., & Levinson, S. C. (n.d.).
to get to could be a subliminal strategy Politeness Some universals in
to minimize Claire's need to go there, language usage Studies in
possibly indicating a reluctance to put Interactional Sociolinguistics 4.
her through too much. On the other Jansz, J., & Martis, R. G. (2007). The lara
hand, places that are simple to get to phenomenon: Powerful female
can indicate that the people their trust characters in video games. Sex Roles,
and welcome Claire's research. 56(3–4), 141–148.
[Link]
9158-0
5. Conclusion
Through the examination of negative Lankoski, P. (n.d.). Character Design
politeness in Resident Evil 2 Remake, Fundamentals for Role-Playing
this study aims to provide insights into Games.
how language influences player [Link]
perception and character depiction in on/200010276
video games. Gaining an enhanced Puro, J. M. (2016). FEMALE
understanding of these subtleties CHARACTERS IN VIDEO GAMES
might enhance one's appreciation of Representation and Character Types.
video game narratives and the
Ryabova, M. (2015). Politeness Strategy in
characters that inhabit them. A more
Everyday Communication. Procedia -
thorough grasp of this little-studied
Social and Behavioral Sciences, 206,
90–95.
[Link]
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