Britney Spears Chatroom analysis using semiotics, pragmatics and semantics  Terrell Neuage

Last edited Tuesday, August 12, 2003 4:34 PM (11,125 word-count)

PhD thesis University of South Australia  Adelaide South Australia

THESIShome ~ Abstract.html/pdf ~ Glossary.html/pdfIntroduction.html/pdf  ~ methodology.html/pdf  ~ literature review.html/pdfCase Study 1.html/pdf ~ 2.html/pdf ~ 3.html/pdf ~  4.html/pdf ~ 5.html/pdf ~  6.html/pdf ~  7.html/pdf ~ discussion.html/pdf  ~ conclusion.html/pdf ~ postscipt.html/pdf ~ O*D*A*M.html/pdf ~ Bibliography.html/pdf ~  911 ~ thesis-complete.htm/pdf ~ Terrell Neuage Home ~ Appendixes 1 ~ 2 ~ 3 ~ 4 ~ 5 ~ 6 ~ 7 ~ DATA ~ Case Study 1, 2, 3, 4, 5, 6,7.

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CASE STUDY THREE

CASE STUDY THREE.. 1

CS 3.1 Introduction. 1

CS 3.1.1 Questions. 3

CS 3.1.2 Britney Spears. 5

CS 3.2 Methodology. 6

CS 3.2.2 Transcription. 8

CS 3.3 Discussion. 10

CS 3.3.1 Semiotics. 13

CS 3.3.1.1 Emoticons. 15

CS 3.3.1.2 3D virtual chats and icons. 21

CS 3.3.2 Pragmatics. 24

 

 

CS 3.1 Introduction

In Case Study One, using analysis drawn from Reader-response theory, I explored the duel role of authorship and readership and argued that the writer needed to be the reader of the text in order to contribute meaningful discourse. The author does not have to read in order to write or ‘speak’ in a chatroom, as he or she could just enter a chatroom and enter text into the chatroom, then leave. However, for shared discourse the writer has to read to produce a “response worthy” response. Chatrooms are, to this extent, dialogic. But that definition alone cannot cover the intricacies of chatroom discourse.

In Case Study Two the technology that makes chatroom discourse possible was introduced. Computer-Mediated communication (CMC) involves the study of the process of using computers to exchange information.  However, without significance being applied to the characters on the screen during some process of reception, the “communication” of CMC cannot have a purpose. In this case study I combine awareness of both how information is mediated by CMC, and how users (reader-writers) interpret that information. This chapter will look at how meaning is read from keyboard characters and iconic representatives, and especially in the textual configurations used in chatrooms, which often cannot be read as traditional text. The current CMC keyboard also now enables the user to upload an image which can be used as a representation of him or herself, or as a visual “cue” or “prop”, in the theatrical sense. Analysis of chatroom practice and communicative “production and reception” thus requires a visual as well as verbal-textual analysis.

As I argue throughout my case studies, here the only way to identify communicative intent in the chatroom is through first attempting to identify what the chatter is doing in the room. The only cues that are provided are the utterances and the username. For example a chatter with the username <guest-MoreheadCityNC> is telling people that he or she has something to do with Morehead, North Carolina. Similarly  <IMFLOYD> who was a chatter in the Hurricane Floyd chatroom discussed in Case Study One is saying that he or she identifies with Hurricane Floyd, and <Pizza2man> in the baseball chatroom I discuss in Case Study Seven identifies with baseball player Mike Piazza. Since the baseball player is spelt Piazza, the user here appears to be playing with words, expressing  a love of pizza as well as for  Piazza, who plays for the New York Mets. Such ambiguity is typical of the wordplay and neologistic creativity of Chatroom users, inviting serious analysis of their markedly self-aware language use. Sometimes too the username helps with identifying the intent of the person in the chatroom, in that the conversation of the chatter is often reflective of the username, in a personal or miniaturised version of the “celebrity-identification” used for the entire chatroom for Case Study Three.

Given this tendency towards user-identification with the topics and spaces of chat,  what then might we expect from the chat-expressiveness of a group self-selecting into a Britney- focused chatroom? I saved 70 turns from such a  chat in March 2000, (appendix a3 http://se.unisa.edu.au/a3.html). At the time I knew little about Britney Spears except that she was another pop idol among children. I chose this particular chatroom at random out of a list of thousands on the popular Talkcity chat server, at a period when it was among the top of search engine  Google’s selections for chatroom servers. Talkcity.com went out of business in early 2002, making it impossible to replicate this series of chats – however the tendencies displayed on this site at this time and shown in this sample, reappear on other similarly focused spaces.

To capture both the self-aware linguistic expressiveness and the multi-layers of identity affiliation processed in the chat in such rooms,  I will use semiotics alongside semantics and pragmatics. In a space centred on the image or style culture of a popular, almost iconic figure – and especially of one so successfully appealing to young audiences deeply immersed in adolescent and pre-adolescent self-formation, my focus will be on the ways users take up and rework cues offered by the celebrity image, the site itself, and the talk texts and image-props of other users. I hope here to introduce a socially embedded reading of chatroom communication, examining not just the textual surfaces, but recognizing, where possible the social origins and outcomes of such otherwise symbolic activity as celebrity-centred chat.

CS 3.1.1 Questions

‘Can a celebrity’s name as title of a chatroom create a difference in dialogue in chatrooms?’

My first question in researching the dialogue in this chatroom cannot be answered by any form of statistical analysis.  People pass in and out of chatrooms, and unless there is a popup box with questions to answer – and some constraint on the honesty or accuracy of replies - there is no way to know who the chatters are, or why they are in a particular chatroom. Even with forms put on a site for people to answer there is no way of knowing whether the answers are accurate, as anyone can put in any information they wish at any time – with single or multiple responses (Danet, 1998; Bromberg, 1996; Turkle, 1996). However, because the chatroom in Case Study Three had the name of a celebrity and could be presumed to be limiting the group likely to find the chat topics appealing, the possibility was produced for an open or empirical study of whether such a limited group might display special discursive or chat-behavioural characteristics, exclusive to such a self-selected group; I posed the question, ‘Can a celebrity’s name as title of a chatroom create a difference in dialogue in chatrooms?

To some extent this proved to be a naïve question. Before I entered this chatroom and copied the log for the ten-minute 70 turn discourse, I believed the talk would be solely about the person whose name the chatroom bears: a ‘Britney Spears Chatroom’. An extensive and growing literature of fan culture suggests however that this is rarely if ever the case (Jenkins, 1992; Modleski, 1982; Baym, 1993, 1998). The very role of the celebrity in identity formation (Lewis, 1992; Schickel, 1985; Giles. 2000) suggests that much of the talk in fan discussions will be about life and lifestyle for the devotee. Work on use of soap opera texts for instance by Modleski (1982) and Mary Ellen Brown (1994) shows adult audiences creating continuities between the narratives and characters of the serials, and their own and their friends’ lives or personalities. Buckingham in the UK (David Buckingham 1987, p. 36) and Seiter (1989) in the US show the same practice among child audiences. Chat in a Britney Spears-identified room is thus more likely to be creating a set of subcultural references, working  to delimit the potential group not by the desire to discuss the named idol, but to discuss the full range of life experiences and issues relevant to that  style-culture-identified social subgroup defined by Britney Spears as a music performer and fashion /lifestyle leader, within a certain age/gender cohort (see Hebdige, 1999; Appadurai, 1996).

Research done on the difference in male (between the ages of 9 and 18) and female behaviour on the Internet found boys were attracted to pictures and games and females to TV, movie, and soap opera sites and chatrooms (see Cobb, 1996).  The ‘National School Boards Foundation’ found that girls appeared even more likely than boys to use chatrooms on the Internet: 73 percent of girls and 70 percent of boys use chatrooms at least once a week, according to their parents (http://www.nsbf.org). See also WHO: Working to halt online abuse: http://www.haltabuse.org for statistics of  online  habits by gender and age, and http://www.clienthelpdesk.com/statistics_research/ for statistics of online viewing by gender and age).

From a survey by The National School Boards Foundation (2002)

Survey results suggest that work done in other media reception studies bears out the view that social activities – such as chat – centred on celebrities or popular media texts is directed less at simple celebration of such identities and texts, than at their insertion into the lives and self-formation of participants. In online inquiry, one way to test this hypothesis, is to examine the text-generating habits of chat users for elements of expressive-emotional response: possible markers of a self-aware relation to the meanings being constructed in talk around celebrity figures, and indicative of their meaningfulness in identity construction. How rich is the emotional response to celebrity issues as displayed in the talk around them? How conscious are those talking of their represented orientation to particular issues – and how can this best be read in online chat?

Because of the special repertoire offered to online chatters by the keyboarded symbols called emoticons,  the second research question I have posed in relation to ‘Britney chat” asks: ‘are emoticons used more frequently in a youth orientated chatroom than in an ‘adult’ chatroom?’ Emoticons allow users to emotionally “colour” their texted contributions: to attend to the tone of the talk relation they are constructing with others, or to affiliate to or distance themselves from particular issues, ideas, postings. I have compared the use of emoticons and abbreviations in the seven case studies I have discussed as well with postings from  several other chatrooms (see ‘comparison tables” http://se.unisa.edu.au/tables.htm)  to firstly assess how emoticons add to the signification processing of chat postings, and secondly to assess whether Britney chat, as oriented to younger user groups, displays especially rich techniques for identity formation work – and if so, what these techniques might be, and how might they best be captured and theorized.

CS 3.1.2 Britney Spears

From statistics of her album sales and appearances, pre-adolescents make up the bulk of Britney Spear’s fan base[1]. There are hundreds of fan clubs on the Internet devoted to Spears, many with  sexual notions of youth attached.[2] I have used this chatroom as an opportunity to observe whether there are differences in ‘talk’ in what I believed to be an adolescent chatroom, from language used in what I would assume to be an adult orientated chatrooms, such as that used in Case Study One, the emergency ‘storm’, or ‘911 chatroom’ (see Postscript 911), or a chat on 3D computer modeling discussed in Case Study Six.

CS 3.2 Methodology

For this case study I have applied three linguistic analytical tools. Firstly, semiotic analysis or the study of signs, verbal or visual, (Chandler, 2001; Saussure, 1983; Eco, 1979; 1986; 1995; Kristeva 1980; 1984) is used to search for recurrent meaning-structures or “significations” within “Britney chat”. In this chatroom I will discuss in particular the chatroom feature of  avatars and usernames, as well as emoticons, suggesting that each can be used as an identity cue. The Britney usage is compared to examples of iconic username from two other chatrooms, both 3-D chatrooms, to test for any distinctive features.  Emoticons and abbreviations and the “identity” sign-tag of the chatter are of course features that are important to all chatroom discourse (Crystal 2001; Rivera 2002) I am however particularly interested here in the use of non-word representation, emoticons and abbreviations, seeking them in particular from a strongly “image-identified” user site, to optimize the chances of discovering how important visual or design-representational aspects of chatroom practice might be, as chat-room-specific communicative behaviour.  Semiotics is thus used as a method to uncover not just how ‘talk’ is accomplished in a chatroom, but how far chatroom  “talk” generally may be said to include a broader than usual repertoire of representation.

Secondly, I use pragmatic theory (Ayer, 1968; Peirce, 1980) in an attempt to reveal a socially embedded reading of chat ‘talk’. Pragmatics[3] looks at the ‘meaning’ of an utterance, considered as part of a social system, and not just as an example of “talk performance” – however rich in its construction. Here I use this to focus on how the various communicative items in chatrooms; emoticons, abbreviations and misspelled words as well as chat utterance sentence structures (CUSS)[4], are used within a delimited linguistic or a chat society: to locate both the specifics of this site, and to suggest that they may be extensible into other, similar, usage-subcultures. And thirdly I use semantics, (Korzybski, 1954; Chierchia and McConnell-Ginet, 1990, 1995) which investigates the ‘meaning’ of a linguistic item, considered as part of a syntactic system, in terms of how the item, (in this case even an abbreviation or an emoticon), relates to everything  else within its co-location.  Through this web or matrix of levels of inquiry, I hope to show that something as seemingly inconsequential as Britney-chat is both richly designed and enacted, embedded within layers of social significance, from which it draws comprehensible formations, in turn contributing new formations to such repertoires, and finally, how it selects and possibly highlights particular meanings and meaning systems to construct core cultural values for the central topic focus (Britney) which are potently relevant to this community of chat-participants.

CS 3.2.2 Transcription

This multi-layered analysis requires a chat transcription different from those used so far in this study. For  the Britney Spears chatroom analysis I have divided the “utterances” or chat-turns in ways promoting a clearer view of individual chat “styles” or the specific identity-codings of participants. In the following tables in the appendix of Case Study Three (http://se.unisa.edu.au/a3.html), table one (http://se.unisa.edu.au/phd/chat/britchat.htm) presents the types of phrases used, identified within pragmatic or “function” categories  (i.e. greetings, answers, etc). This allows for recognition of the range of talk-functions present, and displays the seriousness of chat which might otherwise be considered trivial. It also permits the analyst to represent the particular orientation towards social significance in chat, taken up by individual chatters.

Table Two (see table one page) denotes the use of abbreviations, emoticon use, and the beginning of threads of conversation. This allows consideration of the “colouring” of individual contributions, and so examination of their orientation to topics as signifying the social or cultural loading of their talk.

In table three (see table one page) are the user names of the participants, separated to allow for careful examination of their usually multi-layered semantic codings, as significant in identity formation work around the celebrity figure. 

Table four (http://se.unisa.edu.au/phd/chapter5/table_4.htm) is the raw data: the chat threads as they occurred in real time, indicative of the degree of chat skill displayed in the actual experience of talk on such sites, while table five (http://se.unisa.edu.au/phd/chapter5/table_5.htm) lists the utterances used without user name or other coding devices, to examine the emergent “conversation” as if it alone were the significant feature of participation (which this analysis inclines to presume it is not). Table six (http://se.unisa.edu.au/3-table6.htm) contains  the 297 words ‘captured’ in this chat sequence  – in one paragraph. I have done this to discover whether online chat, CMC software coded as turn-organised, is still meaningful without the speaker-cues provided by its screened representation. In other words, are those user-specific cues I am suggesting existing in an “identity-work” chat present to sufficient levels for an analyst to uncover, without the turn-organised display convention? Is there any capacity for recognition of user-difference in a chat-sequence such as this compared to the one that follows with the usernames included:

lol loL missed ya too jenn.. while I was sleepin lmao ter plz stop Go for it baby b!!! I miss? hmm Scott? Lmao... .?¯S¯?.?°¯Y¯°?.?·D·?. lol lol xoxoxox JuStIn well heather he going to end it i just know it No Syd damn it meee no not ter lol hmmm mickey But i think hes gf dont miss him that muc but well see what tomrrow brings

The sixty-seven words above are the same as the ones below but without the turns being separate they do not tell the same story as the sixteen turns that it took to say this:

TABLE FOUR

1. / /\ 1a. <SluGGiE-> lol

2. / /\ 2a. <Mickey_P_IsMine> LoL

3. / /\ 9a. <AnGeL_GlRL> sits n da couch n holds her head.. missed ya too jenn..while I was sleepin lmao

3. / /\ 3a. <JeRz-BaByGurL> ter plz stop -OVERLORD walks over to miss <amethyst_desire> and whispers sweet nothings in her ear

4. C/ /\above4a. <Paul665> Go for it baby b!!!

5. / /\ 2b. <Mickey_P_IsMine> I miss? hmm Scott? Lmao...

6. / /\ 5a. <guest-Wild-Just> .?¯S¯?.?°¯Y¯°?.?·D·?.

7. C/ /\06 6a. <Pretty_Jennifer>lol

8. C/ /\06 7a. <baby_britney1> lol

9. C/ /\06 5b. <guest-Wild-Just> xoxoxox

10. / /\ 2c. <Mickey_P_IsMine>JuStIn

11. / /\ 8a. <IM_2_MUCH_4U> well heather he going to end it i just know it

12. / /\ 6b. <Pretty_Jennifer> No Syd damn it meee

13. / /\ 3b. <JeRz-BaByGurL>  no hes not ter

14. / /\ 6c. <Pretty_Jennifer> lol

15. / /\ 5c. <guest-Wild-Just> hmmm mickey

16. / /\ 2d. <Mickey_P_IsMine> But i think hes got a gf so i dont miss him that muc but well see what tomrrow bringslol

Without showing the turns as shown above we do not have the reader-response mechanism  which cues chatters to continue a communication.  We can however, piece together the story of looking for love, whether several people are speaking or one. But it does not read as the same story.

Table seven (http://se.unisa.edu.au/phd/chapter5/table7_8.htm) presents all of the words in the Britney Spears chatroom sample, separated into order of appearance in the chatroom,. This offers the analysis an insight into word size of “talk” in a chatroom such as this one. There are 3.73 letters per word on average and it shows that the word formation is very simple and could be read or written by someone in primary school. But this does not necessarily class the participants in this particular room in anyway that would identify educational level. Chatrooms by their rapid flow of text encourages short simple wording. Table eight (http://se.unisa.edu.au/phd/chapter5/table_8.htm) presents the same words in alphabetic order, as well as the number of occurrences for each word and word type. What this table shows is that ‘I’ or ‘I’ is used most often (18 times) with the abbreviation ‘lol’ (‘lots of laughs’ or ‘lots of love’) the second most used expression of the speakers: evidence I will suggest for the intense levels of identity work under way in this chat, with self-centred and expressive modes dominant. To provide for some continuity of categorization and at least some degree of comparative study between case studies, I have used the same coding as throughout the case studies (see the Methodology section). The name attribution for each speaker, such as, <Luvable_gurl15>, is placed in brackets in the tables, and within the discussion of this case study. The ‘speech’ of each speaker is only in brackets when in the discussion, not in the table.

CS 3.3 Discussion

Using  semiotic analysis, the study of signs both verbal and visual, as a way to analyze communication  in chatrooms  allows this analysis  to show how avatars and ikons can be used to accentuate and intensify the coding in representations of the chat author.  A chatter can have a textual username, or a picturographic representation of him or herself that has significance, albeit often only for the time he or she is in a particular chatroom. In the figure below[5], every time the chatter <Kokuen Lain Unigama>  keys in  an example of what I call elsewhere a Chatroom Utterance Sentence Structure (CUSS) the following  image appears, together  with the words, <techno teacher Kokuen’s daughter now leading the good life> below the image. This graphic tag takes precedence over  any CUSS made by <Unigama>, and must be seen to be colouring the verbal contributions.

Avatar

This person, <Kokuen Lain Unigama> is identifying her or himself as one who can teach others technology and this person has chosen the female gender, as Kokuen’s daughter, to chat through. With this ikon others in the chatroom may feel comfortable with asking questions in regards to technology. And saying «now leading the good life» would colour whatever <Kokuen Lain Unigama> says.

The dialogue attached to this posting, which I have transcribed but could not directly save because chatrooms in java script cannot be copied to a word program, is simply about the chatter <Xian-Shin> speaking to another person who wants to telephone his or her mother. <Xian-Shin> answers the other person <Unigama>, with,

This illustrates how an icon dominates what is actually quite trivial and mundane information exchange – actually “phatic” or empty conversation to a viewer not familiar with the characters involved. While the exchange has pragmatic significance to the speakers, it offers little to other chatroom “reader-writers”. The ikon however continues to signify, radiating a personalized and socially contextualised set of messages and values, even into inappropriate contexts. Like the linguistic device of “over-lexicalisation”: the agglomeration of too many lexical items around an utterance, said by analysts to represent moments of cultural nervousness and tension – a sort of over-compensation – this ever-present “personalization” image and in-group indicator is perhaps deployed to alleviate the user’s sense of CMC alienation. As the user posts from her family-oriented security out to the unknown zones of IRC, her identity is over-expressed; her affiliations permanently fixed or  “laminated”, in Barthes’ (1972) term, onto her utterances. It is as if this user were saying “I am this person, with these affiliations – don’t you forget it.” This use of avatars and icons is thus qualitatively different from a chatroom that uses only usernames, such as the chatroom logs I used in this case study. While intense and rich in signification, it can be seen to limit flexibility: to restrict experimentation or fluidity in identity work. It is significant that  there were in fact no avatars or  icons used with user names in the Britney Spears chatroom whilst I was present. In this case study however, the user-name signs, the clearest textual representatives of the self, are instead textual variations of name, such as <IM_2_MUCH_4U>, <Luvable_gurl15>, <SluGGiE->, <Mickey_P_IsMine>, <JeRz-BaByGurL>, <Paul665>, <guest-Wild-cust>, and <Pretty_Jennifer>. Britney chatters thus achieve some consistency with the ikon-id, by using enhanced “punning” and linguistic ambivalence in their name-tags, not necessarily to hide their identity, but each to emphasize his or herself at a particular time, and especially within the “sexy-good times” subcultural frame of Britney Spears. Rather than the “strong” self-assertion of the graphic-tag discussed above, unchanging in its signification, the Britney tags are “other” oriented: identity markers arrayed as display, offering selves for social-relational exchange in a – mostly – sexualized frame: “luvable”, “pretty”, “2 much”. The absence of graphics is here compensated by intensive textual wordplay – a mode I suggest that enhances both the feminisation of the site – at least insofar as it endorses research mentioned above which shows the graphic online mode as male oriented, the textual as female – as well as inviting a labile, shifting identity work. Since reader-writers on the site are immediately challenged to solve the riddle in each name tag, and since “real” identity is mostly disguised, but in overt ways, the tags alone display the tendency on the site for identity experimentation and social (sexual?) relational invitations. How then can we work to uncover and describe the meanings within this playfulness? When texted language annexes these semi-graphic modes of missed characters and punning play across capitalization or punctuation codes, can linguistic analysis alone summarise the processes in play?

CS 3.3.1 Semiotics[6]

The importance of beginning with semiotics or a study of signs in this case study relates to the need for a focus on how users can be shown to be acquiring and passing on meaning within the intertextuality of chatroom ‘talk’,  establishing signification in a text-based-chat, through a marked creativity in their use of both keyboarded character sequences, and cut-and-paste graphics assemblies.  Chatroom dialogue is, we must remember,  neither quite oral nor written. Because of its screened interface: its limitation – in current modes at least – to text and supportive image, at core it is  semiotic (Shank, 1993). That is, it shows clear and increasing evidence of breaking away from traditional print-based forms of text composition, to build intensified representational and signifying techniques, perhaps initially to compensate its keyboarding limitations, but more recently within a growing online community “literacy” of consensual forms and repertoires.

In part this drive to create new and distinctive communicative forms arises from the distinctive circumstances of IRC “threading”, as postings arrive haphazardly onto the computer screen’s dialogue box. It is neither  necessary nor indeed possible to take turns as in oral communication, so that the regulatory features of oral conversation cannot apply.  The many voices can be "heard" in parallel, making chat dialogue a multilogue discussion (Høivik, 1995), with each “voice” fighting for attention. To have significance, there needs to be an intensified aspect to the signifier, or the material element of  the sign. It must be made not only to stand out on its own terms, but to be distinctive and recognizable within the random threads. For most chatters, the default codes: “Janet3”; “John45”, which tag a real world name – most likely their own – to the incidence of appearance of that name in the chatroom – are insufficient as “identifiers”. In most chatrooms, given the reduction of the physical “presence” of face-to-face real-life (rl) talk, and its further limitation in the chatroom dialogue box to relatively short text-utterances, there has been a strong compensatory move to creative “signing” through graphic and extra-semantic modes.   Still limited at the dialogue-box level at least, to an alphabetic repertoire, supported only by the grammatical and punctuation signs of the qwerty keyboard, this newly evolved form of communication has produced a compound new repertoire comprising  the emoticons, acronymic abbreviations, conventions on “expressive” representation – such as capitals shouting; punning or ambiguous lexical selection, and especially abbreviated “cut’n’mix” forms combining many of the above. All of these are  used  - often in combination - as personal identifiers. This last multi-form, appropriating elements from multiple sources and imbricating them into a new fusion, is interestingly close to the ideographic mode of Chinese writing, in which one element of a written word addresses its semantic or conceptual load and another its phonetic connections to similar-sounding words (Hegal, 1993; Hu, 1996). The “reader” of Chinese must thus always read on multiple levels for every ideograph, relating it out to both its cultural origins and to its everyday use, to locate its meaning (Rosenthal, 2000). At the same time, the name-terms of chat spaces are also close to the graphically-oriented “tags” of graffiti artists, whose stylized name or initials both teasingly conceal identity, and claim status by their positioning in public places, their over-drawing of other tags, and not least the artistry of their calligraphy (Neuage, 1995). Both cases give some sense of the multi-functioning and multiple cultural engagement of chat-names – and perhaps even of the origins of their IRC use, given both the counter-culture connections of IRC within youth communities generally, and the recent influences of Asian cultures within CMC developments.

Semiotic analysis, by eliminating distinctions between text and image as signifying systems,   enables this study to move beyond a strictly linguistic base, into examination of the graphical and expressive modes used to compensate, and maybe beyond that, to create meaning in new ways, within the new “conversational” spaces of the chatroom – and particularly so in a chatroom of saturating expressiveness within identity work, as is the case with Britney chat. But to fully explore this drive to identity performance and exploration, such that it extends the actual communicative range of the “language” or coding system used, it is first necessary to examine which semiotically signifying communicative functions are actually in use in the Britney Spears chatroom, and to reveal which are dominant and recurrent.

CS 3.3.1.1 Emoticons

Emoticons in chatrooms are similar to manuscripts for theatrical plays, which use use  bracketed text  (Høivik, 1995) to describe actions accompanying dialogue, or to indicate when an actor should enact certain  feelings within a speech. In most chatrooms, keyboard letter combinations will produce an emoticon. The grid below shows that when :) is typed on a keyboard, what appears in a chatroom, as well as in a Microsoft Word document, is the graphic J.  This shows that the these particular emoticons, known as “smileys”, are so well established that they are now automatically made when keys are pressed. Some chatrooms even colour in the emoticons, to  add expressive coding. Three examples are given below;

Characters typed on keyboard

What appears in Microsoft Word (2000+)

What appears in some chatrooms

:)

J

:( or :-(

L

:| or :-|

K

Emoticons

Just as in person-to-person conversation offline (p2p-off), different dialects and accents develop in different text-based chatrooms in CyberSpace.  For example, emoticons are sometimes replaced by asterixed gestures, such as *s* and *smile* or  *g* and *grin* for the traditional :).  For many expert typists the conventions of character entry make the typed version  quicker than two keystrokes and the unconventional punctuation-sign combination taken to produce :).

In recognition of the widespread use of graphic-textual combinations,  many chatrooms now have emoticons included with their software. For example, The Odigo Messenger, Instant Messenger has graphic icons to allow participants to show other users how they are feeling.  A list of the emoticons that can be sent includes those below:

Of the seven case studies collected for this data corpus I have found the highest incidence of abbreviations (30%) and emoticons (6%) in the Britney Spears chatroom (see http://se.unisa.edu.au/tables.htm for a statistical comparison of the seven chatrooms). The dominance  of abbreviation use on this site suggests an especially tight community focus: a consensus not merely of style, pressuring all participants to adapt similar forms, but of familiarity and so frequency of concourse. These are complex, multi-layered linguistic constructs. While they are continuous with those used elsewhere in IRC, and more recently on SMS texting on mobile phones, and while these forms also show influences from the semiotic packing used in advertising logos and slogans (see for instance Williamson, 1978, and Wernick, 1991) their heavy use on the Britney site contains particular elements affiliating individual chat participants to Britney culture. A teenage girl will see hunting boyfriends and beautifying as a norm, it is argued indeed that these are transcribed as their sole purposes in life (Davies, 2001). As these lines below show, the particpants in the Britney Spears chatroom are concerned with relationships.

11. <IM_2_MUCH_4U> well heather he going to end it i just know it

16. <Mickey_P_IsMine> But i think hes got a gf so i dont miss him that muc but well see what tomrrow bringslol

26. <MADDY_CICCONE>Sis i want Justin to get here!

29. <Mickey_P_IsMine> wel I duno Mickey lol I juss think hes hottie so i cant really miss him

32. <Luvable_gurl15> i am going to cry if i dont see my baby soon

 

The assumed age group in this chatroom places this group within  the youth market: a demographic focused on identity formation, marked by heavy levels of over-lexicalised self-expressiveness. At the same time, the energetic communicative ethos drives a  primary push for shortened messages, as well as for “in-group/out-group” affiliative techniques.  Abbreviations and emoticons intensify the group codes at the pace required of a group which sees itself as dynamic, mobile and trend-leading (Wrolstad, 2002; Ocock, 2002). The table below reveals the affiliative urge of such youth groups, attracted to each new generation of communicative technologies, maintaining fashion-status and social cohesiveness in the one focus.

High Interest in Applications of 3G
(Among Current Internet Users/Mobile Phone Owners )

 

Western Europe

Eastern Europe

USA

Total

22%

26%

25%

Under 25

37%

30%

45%

25 to 34

27%

26%

26%

35 to 49

19%

25%

27%

50 and over

9%

24%

10%

("High Interest" based upon a six-point interest scale, where ratings of 5 and 6 indicate high interest.)

Youth Market percentage of  3G http://www.cellular.co.za/news_2002/060102-3g-market-research.htm

Read purely as signifiers at the level of communicative technique, abbreviations thus carry with them a semiotic loading which endorses membership of such trend-seeking/trend setting youth culture groups. This is, in Barthes’ terms (1972), a “second order” signification, to be read not as the specifics of the Britney style-culture claims seen in actual indent tags, above, but as the more generalized “myth” construction which constructs around IRC and SMS an entire culture of newness, group-exclusivity, and urgent self-expressiveness.

Alongside the abbreviation mode, and indeed often compounded into it, is the emoticon – whether individually keyboarded or software-encoded. Many web analysts have considered the emoticon to be a “symbolic” form of communication (Herring, 2002; Roberts-Young, 1998; Reid, 1991), presumably in recognition of its distinctly graphic or visual form, as opposed to textual-alphabetic codes. But strictly defined, a symbol is a sign that has a non-arbitrary relationship to what it means. Its meaning is established within a particular cultural consensus, even if  any logical origins for the connection between the representation and the represented (in semiotic terms, the “signifier” and the ‘signified”), may  be lost in history.

To use an emoticon, however, is to assign  a meaning, usually to a feeling, through one or more existing keyboard characters. Emoticons may be “conventional”, in the sense of being available and consensually established within a given community of users – up to and including all web users, even across language groups (Churchill and Bly, 2000; North, 1994) – but they can also be “improvised” or created new, by the act of creative recombination or re-application to new circumstances. The keyboard thus becomes a way of adding expressiveness to the words typed into the dialogue box, restoring some elements of the expressiveness of vocalisation, facial expression, body gesture, or even handwriting fluency or emphasis, lost in the standardization of keyboarding and the remoteness and physical distantiation of the chat relation.

Because of the conscious choices from the available repertoire of expressively recombinant keystrokes that the emoticon culture offers, all presentational selections in dialogue box text entry become “significant” in semiotic terms: laden with potential expressive meaning, beyond that of the semantic load of the words themselves. Nor is this semiotic “loading” always an extension or intensification of the semantic intention. Such elements as case selection, word-“fracturing”, deliberate mis-spelling, can act alone or in combination with emoticon elements, to create inversions, ironic effects, deliberate ambiguities, and entire sets of witty effects, calculated in their own right to influence their reader(s) – interlocutor(s). In other words, even the presentational elements of chat are pragmatically and semantically “significant” – although it takes a semiotic analysis to unearth the techniques in play: to tease out what is being “signified” by this, or that, selection or creation.

It has for instance long been established in chat communities of all kinds that using capitals for every turn taking is considered "rude" – the equivalent of shouting (Reid, 1991; Rheingold, 1991, 1994). When an otherwise apparently experienced chatroom participant uses this form of ‘speech’ it is worth seeking an explanation. In the Britney extract below, at turns 50, 53 and 57 <Luvable_gurl15> uses capitals - but there is no immediate indication as to why.  She (or he) has only four contributions in this chat sequence:  the first in lower case with the following three in capitals.

50.  <Luvable_gurl15> HEY PAUL IT IS ME HANNAH

53. <Luvable_gurl15> NAD I WILL.....LMAO

57. <Luvable_gurl15> WAAAAA

<Luvable_gurl15> is the only contributor in this ‘captured’ chat sequence to use capitals. This suggests that <Luvable_gurl15> does not see herself as part of the general discourse format of the chatroom, but has taken it upon  herself to  claim  a stronger presence in this room, than  that signified by the conventional  smaller letters. Remember that in Case Study Two, examining an Instant Messenger room, one person had  used capitals in all of his turn takings.  That contributor always uses capitals in all his online writing, whether in a usergroup or in a chatroom or in e-mail, because he professes to be a spiritual guru, and claims it as a sign of spiritual authority to use capitals (perhaps a reflection of the formal grammatical convention of the capitalisation of terms for God; Our Lord, the Saviour, etc). Without similar access to knowledge of the motivations of <Luvable_gurl15> it is difficult to argue a similar case, or to propose that the person uses capitals in this chatroom because of her sense of self-importance. It is however possible to analyse the functions of each contribution, and to reconstruct the communicative intentions of the lexical-semantic as well as semiotic-expressive selections the participant has made. In this example it appears for instance that in turn 50 the use of upper case is equivalent to shouting across a crowded room to get someone’s attention. <Luvable_gurl15> says <HEY PAUL IT IS ME HANNAH>. Her naming of her addressee, Paul; her indication of a past relationship which will lead him to recognize her without identification (“it’s me”), her addition of her own name (“Hannah”) and even her informal and colloquial demand for attention (“hey!”) all operate to mark her contribution out as having been made by a special participant. The capitalisation thus, in this case, operates as an intensifier.

In a chatroom everyone is in the same room, operating in a mixed-conversational medium, in which individual contributions – especially from those just joining an existing set of threads - can easily be overlooked.  The conversation is no different in this respect from how  it would be if the participants were in a physical room together, in which noise levels were high. The graphic equivalent of shouting becomes a necessary strategy – and one underpinned by all of the other elements of the speech behaviour in <Luvable-gurl15>’s contribution. 

 She subsequently, at line 53, displays a fluent use of chatroom ellipsis: <NAD I WILL.....LMAO> (“laughing my ass off”), building her turns with complex acronyms. At line 57 she creates a paralinguistic expressive utterance: <WAAAAA> in response to not being recognized by  her friend.  Despite the seeming lapse into juvenile expressions of temperament,    this displays her as an experienced, even advanced chatter, asserting her sense of a superior right to expression and response in a crowded chat space. But it is the dual signification she adopts: the representational load of her words and of her keyboarding, which produces her as this extra-assertive, extra-competent contributor.

This suggests that language within the chatroom is already establishing a set of behaviours and techniques  distinctively different from conventional talk, at least in their capacity to add further levels of communicative “signification” through the keyboard’s graphic-expressive potential. Can this be adequately explained, within the existing conventions of semiotic theory?  It is interesting to attempt to represent the practices of a chatroom modeled on the American philosopher Charles S. Pierce’s semiotic triangle, which consists of sign, concept and object as shown below.

Pierce was attempting to capture a  meaning relation between physical or embodied experience, and the symbolic equivalent in language or in conventions of graphic signage, by showing how the material object encountered by the physical senses, and its symbolic coding within thought, are reunited in the use of the SIGN, whether as word or as image. His efforts are salient as we struggle to explain  meaning-making practices behind those words or images used on websites, our newest forms of distantiated or alienated communication. But what the chatroom experience has added, evolved from a very rapid layering of countless numbers of user contributions and creations and recognitions of “meaningfulness” or “signifiance”, (the potential to signify) is the desire to render within this electronic equivalent of everyday interpersonal chat the immediate and creative expressiveness of actual speech.

In a chatroom the sign has duel significance. The emoticon and its associated expressive techniques (for instance abbreviations or avatars) are dually-significant, as they double the semiotic load of the chat, which now carries  a semantic and an intentional-expressive load. Even at the simple level of the username or graphic identity symbol, the selections carry multiple messages. Is <Pretty_Jennifer> pretty? Is <AnGeL_GlRL> a girl? Is <Luvable_gurl15> really 15? No matter.  They wish to represent themselves as this ‘other’. No surprise then that the keyboarding of subsequent chat turns is enriched by the use of expressive forms such as the emoticon, which represents a shortcut of expressed intent. Emoticons are useful in chatroom discourse   because of the hurriedness of chat ‘speech’: the sheer text-entry-pace required to maintain a seemingly natural conversational exchange, without losing the complex interplays of spontaneous word projection and response. It is much quicker to relay feelings with one or two presses[7] of the keyboard than it is to explain whether one is sad or happy.  The use of username and avatars or icons as symbols of the chatter provides similar sorts of double signification, hinting to other chatters at the interpretive and relational positions to be taken up in interactions with the speaker.

CS 3.3.1.2 3D virtual chats and icons

 Unexpectedly,  there were no avatars used in the Case Study with Britney Spears – a surprising discovery in a chatspace dedicated to a media ikon popular as much for her youthful appearance as for her musical talent (indeed, some would argue, more).   While avatars and graphic representations of self or ikons are primarily used for role-playing sites such as MUDs and MOOs and Habitats,  many chatrooms also let the ‘speaker’ signify themselves through the use of an avatar. In 3D or virtual chats[8], avatars (author as sign/symbol) are added to  usernames, to provide the individual signature of the chatter. The screen shot below shows a virtual chatroom using avatars.

Many newer chatrooms (those designed after 2001) do not use text. Instead the chatter speaks into a microphone to create dialogue, instead of writing text onto the screen. However, even there the author/speaker’s indentifier coding is an important factor within the ensuing conversation. The selection of the iconic representation of who chat participants  “are”, sometimes changing at any specific moment, influences the response relation within the conversational exchanges, in the same ways as in the text-talk discussed above.  There is a deliberate and purposive link between the avatar and the intended “reading” (or audio reception) of the conversation. If voice is now present, full physical cues are not. Some compensation still appears to be necessary.

A feature of person-to-person offline (p2p-off) conversational analysis that makes it  different from person-to-person online (p2p-on) analysis is that the people who appear in p2p-on conversation are not necessarily the same as their physical originators. Whether it is through the username: <Pretty_Jennifer>, or an avatar, identity is disguised. In the Britney Spears Chatroom users’ gender  can only be guessed at. Of fifteen users names in the data sample, seven are possibly  female, one is possibly male and seven are possibly either:

Possible male

Possible female

Either

Paul665

JeRz-BaByGurL

Mickey_P_IsMine

 

Pretty_Jennifer

guest-Wild-cust

 

baby_britney1

IM_2_MUCH_4U

 

AnGeL_GlRL

msbbyblu12

 

MADDY_CICCONE

Joypeters

 

Luvable_gurl15

TYTAN-guest

 

guest-hotgirlz

buttercup20031

Three-dimensional chat with iconic (avatar) representation characterizes what the chatter identifies with and in turn, wishes or hopes others will see him or her as. An icon or picture of a female warrior, with a username of <lady-warrior>, may belong to an elderly male, but others in the chatroom, and maybe the author of the utterances, may believe that the author is a young woman. How we are affected by these pictures determines how we interpret the utterances and how we respond – but these interpretations are culturally – and subculturally – located.  Users predict the reception outcomes of their choices, and work strategically to evoke preferred responses.

Figure 4 CS 3:1 3D Virtual Chat screen http://www.cybertown.com/

For example, below several representative graphics of ‘the author’ in chatrooms show the liberty some chatters take in identifying themselves.

Just as in the Britney chat above, where the possible reference to a popular movie text “coloured” the talk relation, here it is clearly possible to see media identifications used to convey or annex preferred “identity” to garner hoped-for responses.

To communicate such identity claims to others the chatter needs to do little to create a complicated virtual utterance. In the chatroom screen shown below, in the dropdown box on the left the chatter can choose an expression to modify what he or she is saying. Coupled with an emoticon such as a smiley face only a couple of words need be entered into the chat. Once again, the semiotic layer of such communication intensifies the semantic and pragmatic, allowing it to abbreviate to meet the entry-speed demands of the chat format. Many sites even let the user choose from a list of avatars, speeding up the image-selection process as well – and also incidentally  accentuating the already observable tendency to identify through affiliation with widely known and popular media identities.  But the self-made avatar gives originality to the user, adding to the sorts of creativity and expressiveness detected above, in compound abbreviations and text-punctuation-emoticon clusters. 

The avatar or icon appears before the text whenever the person ‘speaks’ in written text, for example;


...||Xian-Shin||...

Xian-Shin Icon avatar

As a result it pre-colours the posting, both threading the postings for coherent interactive sequencing, and contributing to the responses each participant aims to evoke from others – and often selected and preferred others, to whom a posting may be individually addressed, even in the midst of the multilogue. Recognising this makes it possible to appreciate the split focus chat participants are enacting. Not only are they conveying rich layers of identity presentation in their postings, whether through texted styling or avatar or both, but they are also positioning their postings to respond to and in turn evoke responses from interlocutors. It is at this point that the semiotic focus of analysis shifts, to consider both what, and how, chat is calculating not its representations, but its responses. And this demands a move back into linguistic analysis: specifically, into pragmatics.  

CS 3.3.2 Pragmatics

Pragmatics looks at what the ‘speakers’ or writers are doing conversationally in a chatroom.  At this point, a pragmatic study of chatrooms can show which features of keyboard character-manipulation  (emoticons, letters, numbers) are being used to “switch” dialogue by double-loading its semiotic values,  to position reception of the semantic load or subject matter the user  is  dealing with.

Pragmatics is the study of actual language use in specific situations. By looking at the factors that govern our choice of language in social interaction and the effects of our choices on others (Levinson, 1983; Nofsinger, 1991) we can calculate the speaker’s intentions from the utterances they produce. In studying chatroom practice, such consideration of the intended outcomes within reception of utterances must therefore include description and analysis of this double semiotic load: the semi-graphical components of the keyboarding, which similarly “position” addressees to “take up” and respond to utterances in certain preferred ways.

Pragmatics in its more traditional mode looks at the contextual patterns of words in use within a given speech situation, isolating items used for instance to switch dialogue or to identify subject matter. Often in a conversation a speaker will change an aspect of what they had just said (Blackmer and Mitton, 1991: Schegloff, 1979, 1987). This “repairing” of the conversation corrects the talk by qualifying it, elaborating it, or through redirection of the conversation. In the example below the chat flow contains a continuous switching of dialogue, with little topic continuity. What can pragmatics do to help us see the processes at work, and beyond that, any specific “chatroom” practices which distinguish this “dual semiotic” communicative form from other speech behaviours?

Here I have represented the chat turns as they might appear in ordinary talk: that is, without the source attributions which appear on the scrolling chatroom dialogue box. This is of course how the “speaker” enters them – so it is a means of capturing the “response” mode of interactive chat as its intentions are coded in – even if each addressee does have the advantage of receiving the contribution in a name attributed format (along with all of the non-addressees receiving the contribution in the mixed sequence scrolling in the open dialogue box). The removal of the name identifiers does however achieve the function of “remixing” the chat into physical talk-conventional turns, so indicating how far the respondent role (reader rather than writer) is crucial for continuity and reciprocity in this chat mode. Without the named attribution, the talk flows become incomprehensible and unmanageable.

WAAAAA

Ok.. its cool. now your turn =p

gurl 15 hannah??

asl?

not cool jenn...criez

huh

kev are you there

which i duno how im failin science

What?

By consulting the table with the user names included, it becomes possible to see the response interactions – and so to see them as meaningful.  These speech exchanges are  heavily invested with the types of additional semiotic loading outlined above, because, unpinned from the direct exchange-cues of real life conversation, their semantic load alone conveys too little for us to reconstruct logical response-pairings, and so find the “threads” of conversation. While for instance the single interrogative <what?> could well be a response to the line above – a comment which cannot logically be made to engage any of the prior utterances; that <what> proves to be a response to the comment <not cool jenn…criez>, and thus becomes not a shocked exclamation (“What!”) but instead a semi-denial response inviting elaboration of an accusation: (“What are you (unfairly?) accusing me of?”)

While pragmatics can help us to reconstruct responses from the positioning work of their original proposition utterances, it can also help us to find if users are switching codes, or shifting the positioning elements of their utterances, according to the interactive and reactive development of their speech relation. Code-switching introduces socio-cultural information in context, which is retrievable through conversational inference (Gumperz 1982; Alvarez-Cáccamo 1990). As can be seen in the conversation below the dialogue is dependant on knowing what the other participants are saying.

57. <Luvable_gurl15>  WAAAAA

58. <Pretty_Jennifer>Ok.. its cool. now your turn =p

59. <Paul665>gurl 15 hannah??

60. <Pretty_Jennifer> asl?

61. <AnGeL_GlRL> not cool jenn...criez

62. <Paul665>huh

63. <buttercup20031> kev are you there

64. <Mickey_P_IsMine> which i duno how im failin science

65. <Pretty_Jennifer> What?

The above table includes nine turns from seven different ‘usernames’. Unlike person-to-person talk offline (p2p-off) where the direction of the conversation can be followed by seeing who is speaking to whom, in person-to-person online dialogue (p2p-on) it is difficult to establish streams of interactivity. The features of   p2p chat online create  a new  set of rules for interactivity. The degree to which participants spend time “housekeeping” their engagement with a particular respondent is clear from this 9-turn extract, where Paul (lines 59 and 62) tries to establish whether Luvable-gurl 15 (line 57) really is the “Hannah” she claims to be – a surprised questioning achieved with the double question mark and the paralinguistic “huh”, rather than in clearly established semantic loadings.

Meanwhile <Pretty Jennifer> at lines 58, 60 and 65 tries to establish contact with an unidentified “newby”; someone of whom she asks the very basic information which operates in chatrooms as “so tell us all about yourself”: <asl>, or “age-sex-location please…” Presumably in line 58 she is reassuring this new contributor that she can go ahead: “OK…it’s cool”, advising her on what to do next: “now your turn…” But to get to this reconstruction of an exchange and so establish its relational and intentional load (helpfulness and reciprocity) and positioning of an expected response,  we have had to make a decision about a quite complex “code switch”, where <Pretty_Jennifer> has moved into helpful instructional modality (<now your turn…”>), and into very basic keyboard acronym coding (<asl>) and away from the presumably less patient forms which have produced <AnGel-GIRL>’s comment at turn 61: <not cool jenn…criez>. Here the reproof, plus the familiar abbreviation of the name, and the representation of her own responsive feeling – along with its youth-culture “z” terminal, builds a complex mix of socio-moral evaluation in the content, and “mitigated” form in the address. This contribution thus says something like “Pretty Jennifer we know each other well enough for me to tell you that what you have just done is unacceptable – but I still like you enough to call you by your pet diminutive name, use youth-in-group terms which cement our shared sub-cultural bonding, and enact a mock-emotional response which I know you will laugh at yet still use as a warning”. With 21 keystrokes, including the space bar hits, she has achieved all that. Pragmatic loading must be accompanied by semiotic overload, to carry these degrees of significance.

William James, who wrote on the analysis of the structures of the stream of consciousness accompanying thinking, envisaged pragmatism as “…a method of settling metaphysical disputes that otherwise might be interminable.” (James 1907). James’s notion of streams of consciousness linking thought to thought captures much the same seemingly random and discontinuous flow as chatroom ‘talk’.  Chatroom ‘talk’ can appear as random keyboard character entries, often difficult to follow as purposeful conversation. In turn six and nine in this chatsite sampling, <guest-Wild-Just> uses only emoticons or alphabetic symbols to communicate and in 15 <guest-Wild-Just> adds a single proper noun, <mickey>. It is not clear who <guest-Wild-Just> is speaking to within this short ‘capture’ of conversation. It is as if the reader-listener  had walked in on a  conversation. What is being said with the emoticons and alphabetic symbols is not universally known, and indeed no one responds to it. In turn 9 it would be assumed that the x and the o would signify hugs and kisses. Because entrance 9 follows <Pretty_Jennifer> and <baby_britney1> it is possible that <guest-Wild-Just> is flirting with them.  This is an example of how chat flows are economical because of their capacity to fulfill the relational/reciprocal “positioning” roles covered in pragmatics, by using the signification processes of graphical/alphabetic recombinant “expressiveness”.

6. <guest-Wild-Just>  .?¯S¯?.?°¯Y¯°?.?·D·?.

9. <guest-Wild-Just> xoxoxox

15. <guest-Wild-Just> hmmm mickey

Analytical tools developed in pragmatics have found frequent application in discourse analysis. Much of Pragmatics grew out of Natural Language Philosophy with the work of Wittgenstein’s concepts of “meaning as use” and “language games” (Shawver 1996, Still 2001). The chatroom as an arena of entertainment and its dependence on interactive conversational exchange genres turns its activity into a sustained and dynamically evolving language game[9]. It is this playfulness and interactive responsiveness which is producing complex and multi-layered significance within what otherwise might appear as little more than a seemingly random bantering.

In a chatroom discussion, finding how meaning is being “read” can only be reconstructed with any degree of certainty through following individual chatters and how they respond to an earlier utterance. Right from the start though there is the problem of the ongoing dialogue and not knowing when it begins or ends. In the example below <IM_2_MUCH_4U> makes his or her first statement at turn number 11 of my chat sample:

11. <IM_2_MUCH_4U> well heather he going to end it i just know it

31.  <IM_2_MUCH_4U> s dead=(    

45. <IM_2_MUCH_4U> brb going to see if he e-mailed me at yahoo

In the previous ten turns there is no one with the name “Heather”, and further more no one else is speaking about a particular person, to provide any positive identification of this “he” in question. When <IM_2_MUCH_4U>’s next two postings,  31 and 45, are read there can be meaning applied. It could be assumed that <IM_2_MUCH_4U> is missing someone, and at turn 45 is saying he or she is checking e-mail to see if there has been any correspondence. These three lines between turns 11 and 45 seem to indicate that <IM_2_MUCH_4U> is concerned that someone is going to end a relationship with him or her.  There is also the possibility, given the presence of this exchange on a media-celebrity site, that the “Heather” alluded to is being used to position the exchange within the subculture of girltalk over boyfriends: an elliptical allusion to the teen flick “The four Heathers” (1989), coding its address to a confidante so that she can instantly slip into “Heather talk”” and so post back <s dead:(> as an appropriately “in character” reply.   Without these references back into (subcultural) context the response relation becomes too hard for at least the outsider to read – and in some cases, even for the insider, as the high levels of interpretive and relational repair talk in these chat exchanges demonstrate.

Pragmatics is the study of linguistic communication; of actual language use in specific situations (Prince 1981; Levinson; Clark 1973) as a cooperative/collaborative process, so that referring backwards and forwards in talk threads “ties” stray meanings back into meaningfulness. Pragmatic accounts of “co-reference”, where different names refer to the same individual, are apparent in this case study. Instead of writing out <Mickey_P_Is Mine>, <guest-Wild-Just> addresses the user as <…mickey> just as <Mickey_P_Is Mine> responds to <Pretty_Jennifer>, <Ok Jenn lol>, perhaps not wanting to add the ‘Pretty’ part of the users name. Once again, pragmatics plus semiotics shows how a particular communicative ethos is under development. Not only do these participants interact, threading backwards and forwards across postings, but they abbreviate tags: they indicate familiarity and group acceptance by shortening the complex tag names – at the same time “outing” the most ‘real” elements of the name strategies: “Jen”, “Mickey”, and so on.

The factors that govern our choice of language are important in social interaction and in examining the effects of this choice on others (Levinson, 1983; Nofsinger, 1991). In theory, we can say anything we wish, within our linguistically regulated repertoire.  However, in practice, we follow a large number of social rules as well as grammatical rules (many of them just as unconsciously observed) that constrain the way we speak (Crystal, 1987: p. 120-122). Amongst the areas of linguistic enquiry, several main areas overlap. Pragmatics and semantics both take into account such notions as the intentions of the speaker, the effects of an utterance on listeners, the implications that follow from expressing something in a certain way, and the knowledge, beliefs, and presuppositions about the world upon which speakers and listeners rely when they interact. Pragmatics also overlaps with stylistics and sociolinguistics, and psycholinguistics, as well as discourse analysis (see Chapter 4 Case Study Five). Each in its way foregrounds a particular focus, and it is worth examining what each can offer to examination of chatroom communication. A pragmatic analysis can capture a range of seemingly “individual” communicative actions (stylistics), and enable comment on their social applications (sociolinguistics) – including their role in identity formation and assertion (psycholinguistics) – as well as contributing to the socially and politically engaged analysis of discourse (Fairclough 1995; Singh 1996).  In this case study, where the roles of the chatters are identified by their names, as shown in table Table 4 CS 3: 1 above,  how they perceive themselves often is illustrated through the name. < Luvable_gurl15> wants others in the room to believe this is a fifteen-year-old girl who is luvable. This is her preferred character. Even if  she is he, 55-years-old and hates the world, what matters is that at this particular time she identifies as 15, lovable, and a techno-trendy female: not just a girl, but a “gurl”. .  Social conventions make all of ‘her’ statements reasonable: from the adolescent excess of <i am going to cry if i dont see my baby soon> to  ‘her’ childlike expression at not seeing the one ‘she’ wants to see in the room: < WAAAAA>. Like the  three icon representations in Figure 4 CS 3:1, these texted expressions are cues which reveal real people principally as characters who want others to see them as they are depicted. Once again, the semiotic overload onto the conversational pragmatic carries the main message of the posting.

The distinction between pragmatics and semantics is easier to apply than to explain. One reason for introducing the pragmatics-semantics distinction in this chatroom is to show how seemingly confusing it is when a chatter attempts to convey only  linguistic meaning. Ambiguity, vagueness, non-literalness are not the fault of the online speaker, but the style in which communication is carried on. The semantic load of words is not enough, once postings are unthreaded, compressed into the interactive speeds of online IRC posting, and confined to screened text. While Semantics provides a complete account of  meaning for a  language,  recursively specifying the truth conditions of the sentences of the language, pragmatics provides an account of how sentences are used in utterances to convey information in context (Kempson 1988 p. 139).

Semantics deals with the relation of signs to objects which they may or do denote. Pragmatics concerns the relation of signs to their interpreters (see. C. Morris. 1971, pp. 35, 43 Crystal, 1985; Leech, 1983; Lyons, 1981; Levinson, 1983). But semiotics adds to this “global-local” set of vertical and horizontal meaning-making connections, the capacity to read new techniques – especially the semi-graphical techniques of emoticons and split-lexical character use – which IRC and its related formats have developed to compensate the loss of oral and other physical communicative cues. Britney-speak, with its high demand for expressiveness and a pacey delivery, reveals a strong degree of creative semiotic loading – perhaps to be expected in space dedicated to style culture  adolescent identity-formation. In Peirce’s terms, the “object” under signification - Britney – is already also a “concept”: itself a semiotically laden entity, carrying values which entice chatters into this space, and not another. That the behaviours, representations, interactions, and texting strategies all prove to be “signed” with these values is thus no surprise. The degree of complexity encountered: the skill in posting, in de-threading complex entry sequences, and in creating new signifying categories, does however indicate communicative repertoires brought to great heights of sophistication: levels which demand new configurations of combined analytical techniques to surface their operations.

In the next case study I explore what a 'speech act' is when it is conducted in written: an altogether different coding. Are there performative texted messages in a chatroom?

 

What are the social acts performed when participators engage in online chat?

 

 

 

 

 

 

 



[1]  “Pop Idolization May Be Hazardous to Girls.”  Marketing to Women, 13(9): 8, September 2000.

[2] Some of the groups listed in the Google Groups section for her (In just one group, alt.fan.britney-spears, there were 50,000 threads in early 2000), depict more in the group name than just a person singing songs.  Several of the online groups (each has a chatroom included in the online group) are:

Group: alt . fan . britney-spears-anal-sex. There were 3,030 Threads in alt.fan.britney-spears.anal-sex in March 2000.

Group: alt . fan . britney-spears . blow-job. There were 665 Threads in alt.fan.britney-spears.blow-job in March 2000.

Group: alt . fan . britney-spears . boob-job. There were 1,040 Threads in alt.fan.britney-spears.boob-job in March 2000.

Group: alt . fan . britney-spears . sex. There were 3,290 Threads in alt.fan.britney-spears.sex in March 2000.

As well as the four Google groups above there are dozens of groups dedicated to Britney Spears in Yahoo Groups, such as: 

The_Perfect_Britney_Spears_Fans group had 140 members since being founding in March 2001. The page colours are glaring and hard on the eyes and the grammar and language is what would be expected at a primary school level.

 (“If you a perfect Britney Fan you should help out to and post you pics and news. Have a great day and tell everyone about this group and tell them to join. IT WILL BE AWESOME. ...”)

Britney Spears Legs Club group was the largest group with 1489 members since October 23, 2000.

(“If you love Britneys Legs then please join, you wont regret it, some of the best leg shots are here, 323+ pictures and still growing.”)

Naughty_Britney_Spears  with 191 members since August 2001 

(“So Join and you'll recieve a naughty story! Do YOU Have Any (NAUGHTY) Dreams About Britney? If so, Send Your Dreams To This List”)

Hottest_Britney_Spears_Pixs with 78 members since September 2001.

(“This Group Will Be So Awesome if you JOIN!!! I Will Not Let You Down!!! I Will Send out Pictures Daily!!! Maybe Some News As Well!!!”)

Oops_Sweet_Britney_Spears with 18 members since March 2001

(“If you a briteny Fan this Group for you”)

There are many other groups with fewer members and interesting titles such as this one; Britney_Spears_butt_pics (“If you like britney's butt, than come in here!”) [sic]

 

[3] For this case study I have incorporated ideas and quotes from the works of several theorists and writers on semiotics and pragmatics including M. A. K. Halliday (1978), S.C. Levinson (1983) and Robert Nofsinger (1991).

[4] Chat Utterance Sentence Structures (CUSS). The sentences of a chat turn-taking. Unlike sentences with nouns and verbs grammatically positioned and sequenced establish a complete thought, chat sentences are typically made up of two to five words or emoticons, with an emergent butycomprehensible ‘grammar’ of their own. I have averaged the number of words in twelve chatrooms, consisting of 1357 lines (turn takings) and found the average word count, including abbreviations and emoticons, to be a mere 3.7 items per turn. The communication however, as my analysis shows, is still markedly complex.

[5] As no avatars were used in the chatroom from this Case Study I have used another chatroom to show avatars in use. These icons are from the  “Fantasy & Role-Playing” site at http://www.chatropolis.com

[6] “It is possible to conceive of a science which studies the role of signs as part of social life. It would form part of social psychology, and hence of general psychology. We shall call it semiology (from the Greek semeîon, 'sign'). It would investigate the nature of signs and the laws governing them. Since it does not yet exist, one cannot say for certain that it will exist. But it has a right to exist, a place ready for it in advance. Linguistics is only one branch of this general science. The laws which semiology will discover will be laws applicable in linguistics, and linguistics will thus be assigned to a clearly defined place in the field of human knowledge” (Saussure 1983, 15-16; Chandler, 2001)

[7] To represent a smile or the fact that what was said was not intended to be serious one can use the emoticon, :) which is two keys pressed on a keyboard. If there are picture icons on the chatroom screen, such as  then they can be used with one press of the keyboard.

[8] List of chatrooms running 3D avatars and virtual worlds. http://dmoz.org/Computers/Internet/Cyberspace/Online_Communities/

[9] In the Sam project (Cassell, 1999), an embodied conversational avatar (ECA) encourages young children to engage in storytelling.