In my thesis I presented the spoken language of the participants in the Activity game from the standpoint of conversational analysis and text structure analysis. In the first part of the thesis I introduced the basic notions and concepts of conversational analysis. The latter studies spoken language in relation to the linguistic system and the social function of utterances, where the understanding of the sentence is replaced by the notion of discourse. Role reversal is essential in spoken discourse and is characterised by basic strategies of role acquisition, role maintenance and role reversal. Role reversal often results in silence, which is called a gap if it cannot be attributed to any of the participants, while smooth transitions between roles are made possible through overlapping. Utterances or replicas of spoken discourse can be classified into different patterns of exchange. In the second part of my thesis, I applied conversational analysis to the material I obtained from the orthographic transcription of an audio-visual recording and described its textual structure. I divided the material into two sets - a condensed text or game and a chat. The game is a text consisting of an explanation and guessing. The explanation is characterised by a certain structure, and the strategy of conveying the concept is characterised by certain cohesive elements, such as ellipsis and parallelis. The sequence of exchanges can be represented by a more or less clear pattern, and its structure is partly a reflection of the temporal limitation of this type of text, which is determined by the rules of the game. Chat is less structured, characterised by competitive overlapping and random sequences of exchanges. It is strongly linked to the game in terms of both content and structure, as the game encapsulates it from both sides and thus directly influences when the chat starts and ends. Linear axis breaks are also common in chat. In the last part of my thesis, I specifically focused on speech signals, where I found that some of the functions of speech signals in a game are expressed contextually, as they are contained in the game's code or rules. I presented elliptic, incomplete structures and linear axis breaks, taking into account the initial division of the material into game and chat. Finally, I gave a brief presentation of the lexicon, focusing on anglicisms and defining their functions, and commenting on the lack of landscape-specific terms.
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