
Vestnik of Northern (Arctic) Federal University.
Series "Humanitarian and Social Sciences"
ISSN 2227-6564 e-ISSN 2687-1505 DOI:10.37482/2687-1505
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Legal and postal addresses of the founder and publisher: Northern (Arctic) Federal University named after M.V. Lomonosov, Naberezhnaya Severnoy Dviny, 17, Arkhangelsk, 163002, Russian Federation Editorial office address: Vestnik of Northern (Arctic) Federal University. Series "Humanitarian and Social Sciences", 56 ul. Uritskogo, Arkhangelsk
Phone: (818-2) 21-61-20, ext. 18-20 ABOUT JOURNAL |
Section: Linguistics Download (pdf, 0.4MB )UDC811.161.1:81ʼ276.3-053.6DOI10.37482/2687-1505-V434AuthorsIrina S. KochelaevaJunior Researcher, Department of Educational Technologies, Pskov State University (address: ul. Lenina 8, Pskov, 180000, Russia). e-mail: pta-rimma@yandex.ru, ORCID: https://orcid.org/0009-0002-1240-7150 AbstractThe article presents a concept of linguocultural lexicographic description of the lexicon of modern youth subcultures. This type of vocabulary has been studied in linguocultural terms but has not received a complete and consistent lexicographic description. The purpose of the research was to develop a model of linguocultural representation of subcultural vocabulary based on the material of gaming culture. The texts of online media and gamers’ communication were used as sources. The development of parametric models of dictionary entries representing the lexicon and phraseology of gamers was preceded by a structural-semantic, etymological and linguocultural analysis of the material. The results of the analysis are reflected in dictionary entries illustrating the author’s concept. The study identified thematic groups of gamers’ lexicon: names of games, genres, game items, gameplay, etc. The ways of enriching this vocabulary were studied: borrowing and various methods of loanword adaptation in the Russian-speaking environment, as well as affixation and abbreviation. The contexts of use of subcultural lexical and phraseological units were analysed from the linguocultural and linguo-axiological points of view. Using dictionary entries by the author as examples, the paper demonstrates the comprehensive representation of the subcultural content of such units: the interpretation of the headword is culturally oriented; the etymological description provides its origin; the linguocultural commentary presents a variety of details of the gameplay related to the referent; the illustrative contexts expand our knowledge of the object of naming and convey the speaker’s attitude towards it. The proposed model of lexicographic description will allow us to present the youth subculture as a modern linguocultural phenomenon. The results of the research can be used in lexicographic practice and in studying the dynamics of young people’s speech.Keywordscultural linguistics, lexicography, linguoculturological dictionary, youth lexicon, gaming culture, computer game, online mediaReferences
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