Grammar and Conceptualization: the case of the motion verbs in the context of videogames
Motion verbs. Self-movement. Grammatical encoding. Conceptualization. Videogame. Cyber perception.
This work analyses the relationship between the grammatical encoding of sentences and the conceptual structure of lexical items, specifically in the case of verbs of movement in cyberspace and in videogames, based on the theoretical models of Generative Grammar – GG and Grammar Cognitive – GC. In specific terms, the work aims to: (i) investigate the properties of motion verbs, in the context of videogames, contrastively to physical space and cyberspace; and (ii) to develop an analysis for predicates with verbs of movement in terms of the hypothesis of the relationship between grammar and conceptualization. The analysis is based on the proposal by Huelva Unternbäumen's (2018) for motion verbs in cyberspace and on the hypothesis, developed by Huelva Unternbäumen and Naves (2017), that aspectual properties related to trajectory interpretation are relevant for the grammatical encoding of sentences. We propose that the transformation of the environments in which the Super Mario games take place, which involves the dimensionality in which the spaces are built (in 2D or 3D perspective), exert a direct influence on the user's interaction with the cybernetic space.