This article examines the interpretation of the gamer as a typified linguistic personality in Russian and English media discourse. The positions outlined in the article develop the theory of linguocultural and communicative types, considering the gamer as a recognizable image existing in the consciousness of native speakers, formed in the conditions of the digital environment. The relevance of the chosen direction is due to the insufficient development of issues related to the representation of the gamer type in various linguocultures. The main focus is on identifying explicit and implicit linguistic means through which the considered image is formed and transmitted in various types of media texts. The subject of the study is the mechanisms of linguistic representation and interpretation of the gamer's personality in online media discourse. The objective of the work is to identify and compare the characteristics of the perception of this type in Russian and English worldviews. The theoretical basis of the research consists of the works of domestic and foreign authors in the field of linguistic personality theory, linguocultural types, and discourse analysis, as well as studies dedicated to virtual and gaming discourse. To achieve the set objective, a corpus of media texts in Russian and English focused on the theme of gamers was formed using the partial sampling method. Based on the collected material, contextual and discourse analyses were conducted to identify typical patterns of linguistic representation of the described image. The scientific novelty of the study lies in the comprehensive comparative analysis of the gamer image as a linguocultural type, taking into account various types of media discourse and the linguistic means used in them. The study found that in the Russian worldview, the image of the gamer is perceived more conservatively, while English-language texts are characterized by a tendency to reinterpret and deconstruct established stereotypes. At the same time, in both linguistic environments, the stability of stereotypical representations is observed in the context of user discourse. The obtained results can be used for further theoretical reflection on the phenomenon of the gamer type and gaming discourse, as well as for comparative studies of media representations of digital identities in various linguocultural contexts, including the genres of streaming and gaming journalism.
Artem Valeryevich Khozov (Fri,) studied this question.