Linguocultural Analysis Of Game Names In The English Language

Authors

  • Mengboyev Azizbek Alijon ugli Termiz university of economics and service

Keywords:

Linguoculture, game names, encapsulate layers

Abstract

This article explores the linguocultural features of game names in the English language, offering insight into how cultural values, societal trends, and linguistic creativity shape their formation. Game names are not merely functional labels but serve as a reflection of the cultural identity, history, and values of English-speaking societies. By analyzing names across three major categories—video games, board games, and traditional games—this study uncovers how linguistic devices such as compounding, metaphor, symbolism, and alliteration contribute to their memorability and cultural resonance. Additionally, the research highlights the ways game names represent cultural ideals, such as heroism, competition, technological progress, and entertainment, while simultaneously adapting to global trends. This interdisciplinary exploration provides a deeper understanding of the dynamic interplay between language, culture, and the ever-evolving gaming industry

References

Crystal, D. (2012). English as a Global Language. Cambridge University Press.

Huizinga, J. (1955). Homo Ludens: A Study of the Play-Element in Culture. Beacon Press.

Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy.

Palgrave Macmillan.

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Published

2024-12-29

How to Cite

Mengboyev Azizbek Alijon ugli. (2024). Linguocultural Analysis Of Game Names In The English Language. Czech Journal of Multidisciplinary Innovations, 36, 45–47. Retrieved from https://peerianjournal.com/index.php/czjmi/article/view/1015

Issue

Section

Articles