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The Lexicon of Youth Subcultures in the Linguocultural Lexicographic Description (Based on Online Media for Gamers). С. 59-66

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Section: Linguistics

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UDC

811.161.1:81ʼ276.3-053.6

DOI

10.37482/2687-1505-V434

Authors

Irina S. Kochelaeva
Junior 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

Abstract

The 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.

Keywords

cultural linguistics, lexicography, linguoculturological dictionary, youth lexicon, gaming culture, computer game, online media

References

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