Approaches To Videogame Discourse

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Approaches To Videogame Discourse
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Author : Astrid Ensslin
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2019-05-02
Approaches To Videogame Discourse written by Astrid Ensslin and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-05-02 with Social Science categories.
The first significant collection of research in videogame linguistics, Approaches to Videogame Discourse features an international array of scholars in linguistics and communication studies exploring lexis, interaction and textuality in digital games. In the first section, “Lexicology, Localisation and Variation,” chapters cover productive processes surrounding gamer slang (ludolects), creativity and borrowing across languages, as well as industry-, genre-, game- and player-specific issues relating to localization, legal jargon and slang. “Player Interactions” moves on to examine communicative patterns between videogame players, focusing in particular on (un)collaborative language, functions and negotiations of impoliteness and issues of power in player discourse. In the final section, “Beyond the 'Text',” scholars grapple with issues of multimodality, paratextuality and transmediality in videogames in order to develop and enrich multimodal theory, drawing on key concepts from ludonarratology, language ideology, immersion and transmedia studies. With implications for meaningful game design and communication theory, Approaches to Videogame Discourse examines in detail how video games function as means and objects of communication; how they give rise to new vocabularies, textual genres and discourse practices; and how they serve as rich vehicles of ideological signification and social engagement.
Approaches To Videogame Discourse
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Author : Astrid Ensslin
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2019-05-02
Approaches To Videogame Discourse written by Astrid Ensslin and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-05-02 with Social Science categories.
The first significant collection of research in videogame linguistics, Approaches to Videogame Discourse features an international array of scholars in linguistics and communication studies exploring lexis, interaction and textuality in digital games. In the first section, “Lexicology, Localisation and Variation,” chapters cover productive processes surrounding gamer slang (ludolects), creativity and borrowing across languages, as well as industry-, genre-, game- and player-specific issues relating to localization, legal jargon and slang. “Player Interactions” moves on to examine communicative patterns between videogame players, focusing in particular on (un)collaborative language, functions and negotiations of impoliteness and issues of power in player discourse. In the final section, “Beyond the 'Text',” scholars grapple with issues of multimodality, paratextuality and transmediality in videogames in order to develop and enrich multimodal theory, drawing on key concepts from ludonarratology, language ideology, immersion and transmedia studies. With implications for meaningful game design and communication theory, Approaches to Videogame Discourse examines in detail how video games function as means and objects of communication; how they give rise to new vocabularies, textual genres and discourse practices; and how they serve as rich vehicles of ideological signification and social engagement.
The Language Of Gaming
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Author : Astrid Ensslin
language : en
Publisher: Bloomsbury Publishing
Release Date : 2017-09-16
The Language Of Gaming written by Astrid Ensslin and has been published by Bloomsbury Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-09-16 with Language Arts & Disciplines categories.
This innovative text examines videogames and gaming from the point of view of discourse analysis. In particular, it studies two major aspects of videogame-related communication: the ways in which videogames and their makers convey meanings to their audiences, and the ways in which gamers, industry professionals, journalists and other stakeholders talk about games. In doing so, the book offers systematic analyses of games as artefacts and activities, and the discourses surrounding them. Focal areas explored in this book include: - Aspects of videogame textuality and how games relate to other texts - the formation of lexical terms and use of metaphor in the language of gaming - Gamer slang and 'buddylects' - The construction of game worlds and their rules, of gamer identities and communities - Dominant discourse patterns among gamers and how they relate to the nature of gaming - The multimodal language of games and gaming - The ways in which ideologies of race, gender, media effects and language are constructed Informed by the very latest scholarship and illustrated with topical examples throughout, The Language of Gaming is ideal for students of applied linguistics, videogame studies and media studies who are seeking a wide-ranging introduction to the field.
How To Talk About Videogames
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Author : Ian Bogost
language : en
Publisher: U of Minnesota Press
Release Date : 2015-11-15
How To Talk About Videogames written by Ian Bogost and has been published by U of Minnesota Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-11-15 with Social Science categories.
Videogames! Aren’t they the medium of the twenty-first century? The new cinema? The apotheosis of art and entertainment, the realization of Wagnerian gesamtkunstwerk? The final victory of interaction over passivity? No, probably not. Games are part art and part appliance, part tableau and part toaster. In How to Talk about Videogames, leading critic Ian Bogost explores this paradox more thoroughly than any other author to date. Delving into popular, familiar games like Flappy Bird, Mirror’s Edge, Mario Kart, Scribblenauts, Ms. Pac-Man, FarmVille, Candy Crush Saga, Bully, Medal of Honor, Madden NFL, and more, Bogost posits that videogames are as much like appliances as they are like art and media. We don’t watch or read games like we do films and novels and paintings, nor do we perform them like we might dance or play football or Frisbee. Rather, we do something in-between with games. Games are devices we operate, so game critique is both serious cultural currency and self-parody. It is about figuring out what it means that a game works the way it does and then treating the way it works as if it were reasonable, when we know it isn’t. Noting that the term games criticism once struck him as preposterous, Bogost observes that the idea, taken too seriously, risks balkanizing games writing from the rest of culture, severing it from the “rivers and fields” that sustain it. As essential as it is, he calls for its pursuit to unfold in this spirit: “God save us from a future of games critics, gnawing on scraps like the zombies that fester in our objects of study.”
Language Gender And Videogames
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Author : Frazer Heritage
language : en
Publisher: Springer Nature
Release Date : 2021-07-30
Language Gender And Videogames written by Frazer Heritage and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-07-30 with Language Arts & Disciplines categories.
This book explores how corpus linguistic techniques can be applied to close analysis of videogames as a text, particularly examining how language is used to construct representations of gender in fantasy videogames. The author demonstrates a wide array of techniques which can be used to both build corpora of videogames and to analyse them, revealing broad patterns of representation within the genre, while also zooming in to focus on diachronic changes in the representation of gender within a best-selling videogame series and a Massively Multiplayer Online Role Playing Game (MMORPG). The book examines gender as a social variable, making use of corpus linguistic methods to demonstrate how the language used to depict gender is complex but often repeated. This book combines fields including language and gender studies, new media studies, ludolinguistics, and corpus linguistics, and it will be of interest to scholars in these and related disciplines.
A Multimodal Approach To Video Games And The Player Experience
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Author : Weimin Toh
language : en
Publisher: Routledge
Release Date : 2018-10-10
A Multimodal Approach To Video Games And The Player Experience written by Weimin Toh and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-10-10 with Language Arts & Disciplines categories.
This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.
Pragmatics Of Accents
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Author : Gaëlle Planchenault
language : en
Publisher: John Benjamins Publishing Company
Release Date : 2021-10-15
Pragmatics Of Accents written by Gaëlle Planchenault and has been published by John Benjamins Publishing Company this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-10-15 with Language Arts & Disciplines categories.
What impact do accents have on our lives as we interact with one another? Are accents more than simple sets of phonetic features that allow us to differentiate from one dialect, variety or style, to the other? What power relationships are at work when we speak with what those around us perceive as an 'accent'? In the 12 chapters of this volume, an international group of sociolinguists, applied linguists, anthropologists, and scholars in media studies, develop an innovative approach that we describe as the ‘pragmatics of accents’. In this volume, we present a variety of languages and go beyond the traditional structural description of accents. From ideologies in national contexts, to L2 education, to accent discrimination in the media and the workplace, this volume embraces a new perspective that focuses on the use of accents as symbolic resources, and emphasizes the importance of context in the human experience of accents.
Empirical Multimodality Research
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Author : Jana Pflaeging
language : en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date : 2021-11-08
Empirical Multimodality Research written by Jana Pflaeging and has been published by Walter de Gruyter GmbH & Co KG this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-11-08 with Language Arts & Disciplines categories.
This volume advances the data-based study of multimodal artefacts and performances by showcasing methods and results from the latest endeavors in empirical multimodal research, representing a vibrant international and interdisciplinary research community. The collated chapters identify and seek to inspire novel, mixed-method approaches to investigate meaning-making mechanisms in current communicative artifacts, designs, and contexts; while attending to their immersive, aesthetic, and ideological dimensions. Each contribution details innovative aspects of empirical multimodality research, offering insights into challenges evolving from quantitative approaches, particular corpus work, results from eye-tracking and psychological experiments, and analyses of dynamic interactive experiences. The approaches and results presented foreground the inherent multidisciplinary nature and implications of multimodality, renegotiating concepts across linguistics, media studies, (social) semiotics, game studies, and design. With this, the volume will inform both current and future developments in theory, methods, and transdisciplinary contexts and become a landmark reference for anyone interested in the empirical study of multimodality.
Social Identity And Discourses In Chinese Digital Communication
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Author : Hongqiang Zhu
language : en
Publisher: Taylor & Francis
Release Date : 2024-11-14
Social Identity And Discourses In Chinese Digital Communication written by Hongqiang Zhu and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-11-14 with Language Arts & Disciplines categories.
Examining how diverse social identities are constructed in digital communication in China, this edited collection provides a multidimensional exploration of the diverse, discursive forms and practices used to construct and present the “self” online. Contributing authors provide analyses of China’s digital communication platforms, such as social media platforms, news websites and short video applications, drawing from a wealth of data to study daily practices of digital performance of identity and maintenance of social bonds. Comprised of nine chapters, this essential volume is divided into three distinct sections, taking a hierarchical approach to analysing social identities within Chinese digital communication at the micro, meso and macro levels. Diverse methodologies are applied throughout, incorporating insights from both linguistic theories and semiotic or textually oriented analyses, while also considering the wider societal contexts. Readers are encouraged to analyse the main features of this digital culture and to investigate how language and discourse are encountered through media. This book will be of value to a wide variety of scholars and students in sociolinguistics, communication studies and Asian studies.
The Bloomsbury Handbook Of Sex And Sexuality In Game Studies
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Author : Matthew Wysocki
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2025-01-09
The Bloomsbury Handbook Of Sex And Sexuality In Game Studies written by Matthew Wysocki and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-01-09 with Social Science categories.
The Bloomsbury Handbook of Sex and Sexuality in Game Studies consists of a comprehensive collection of essays that review and supplement current work focusing on sex and sexuality in games. The chapters provide insight into sexual content in games, representation of various sexualities, and player experience. Together they contribute to a growing field of work concerning two, difficult to define, phenomena: the borders of sex and sexuality and video games. As we frequently see debates and discussions over who gets to love whom and who gets to exist in their true self, this handbook plays a part in outlining the parameters of crucial issues within the games that we play.