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Susana Tosca's study argues that the EverQuest player base constitutes a genuine speech community, despite earlier doubts about whether the concept of community can apply to online spaces. Drawing on Erickson's criteria for community (membership, relationships, commitment, shared values, collective goods, and duration), the analysis applies pragmatic and sociolinguistic methods, including participant observation and Hymes's "SPEAKING" framework, to the verbal interaction that occurs through the game's text interface. The work focuses on a game with roughly 98,000 peak concurrent users and about 400,000 players, treating it as a stable, context-bound community whose linguistic norms are shaped by its fictional gameworld.
Field research revealed that most players are "powerplayers" oriented toward character advancement rather than roleplay, so the performative use of speech that the framework anticipated largely failed to materialize. Player-to-NPC exchanges proved highly mechanical, while player-to-player exchanges centered on mutual assistance. Players developed a rapidly evolving, abbreviation-heavy slang alongside a loosely "fake medieval" register. Despite these departures from expectation, the author concludes that shared norms and rules for language use are sufficient to establish EverQuest as a speech community.
The study's broader finding is that this community's language is predominantly phatic, serving to establish contact and coordinate gameplay rather than to convey substantive meaning, since much of the game requires no conversation at all. On this basis, the author argues that EverQuest is better understood as a game than as a world, and that "roleplaying" is an inadequate label for an activity so largely non-communicative, particularly when contrasted with pen-and-paper roleplaying, which centers on communication and performance. The work also cautions against imposing purely linguistic analysis on game studies, observing that even the EverQuest II feature overview says nothing about language.