Precedent Phenomena as Tool for English Computer Game Virtual Reality Construction
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The article demonstrates the need for studying the usage regularities of precedent phenomena in the names of computer games. Considering the English names of computer games of the hidden object genre, the author reveals such function of the precedent phenomena as a tool for virtual reality construction.
Precedent phenomena, pragmatics, language of computer games, new media, toponyms, proper name
Короткий адрес: https://sciup.org/147249925
IDR: 147249925
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