Dialogic interaction is a distinctive feature of Animal Crossing, a social simulation video game developed by
Nintendo, yet, little attention has been paid to it from a discourse analytical perspective. This paper aims to explore how AC
characters are characterised through language and which discourse strategies are applied to engage players. The analysis, based on
a corpus of dialogues transcribed by fans of the game, relies on corpus-linguistics methodologies and can be framed within the
context of ludolinguistics. The study shows that emotive language is used to create an active interaction between player and non-player characters (NPCs).
Even though NPCs are minimally characterized in terms of gender, age, or social status, the collocational analysis of “I” and
“you” highlights two opposite personalities interacting in the dialogues: type A, lexically represented as extroverted, dynamic,
and active, and type B, represented as kind, hesitant, and passive.