This paper overviews the phenomenon of the meta-conventionalisation of interpersonal practices in the context of computer-mediated
communication. The term ‘meta-conventionalisation’ refers to the coding of the conventional interpersonal practices of a
particular group, or various groups, in the form of entertainment as films and novels. The word ‘meta’ refers to the fact that
such pieces of artwork narrate a set of conventional practices from a quasi-observer point of view, without involving their
audience in these practices as language users – in this sense they are different from good practice guides (typically described as
‘netiquette, in the context of e-pragmatics), which assume that readers will internalise the practices they describe.
Meta-conventionalisation has been an understudied phenomenon, in spite of representing an important aspect of our daily lives. We
illustrate how this phenomenon operates by examining a Japanese case study: a popular novel which features the online interactions
of a group of otaku, that is, asocial young people who lock themselves up and interact in highly specific ways.
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Blitvich, Pilar Garcés-Conejos & Dániel Z. Kádár
2021. Morality in Sociopragmatics. In The Cambridge Handbook of Sociopragmatics, ► pp. 385 ff.
2021. Topics and Settings in Sociopragmatics. In The Cambridge Handbook of Sociopragmatics, ► pp. 247 ff.
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