Approaches to Videogame Discourse: Lexis, Interaction, Textuality
Editat de Professor Astrid Ensslin, Dr. Isabel Balteiroen Limba Engleză Hardback – mai 2019
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Specificații
ISBN-13: 9781501338458
ISBN-10: 1501338455
Pagini: 336
Ilustrații: 30 tables, 19 bw illus
Dimensiuni: 152 x 229 x 26 mm
Greutate: 0.68 kg
Editura: Bloomsbury Publishing
Colecția Bloomsbury Academic
Locul publicării:New York, United States
ISBN-10: 1501338455
Pagini: 336
Ilustrații: 30 tables, 19 bw illus
Dimensiuni: 152 x 229 x 26 mm
Greutate: 0.68 kg
Editura: Bloomsbury Publishing
Colecția Bloomsbury Academic
Locul publicării:New York, United States
Caracteristici
An international cross-section of research performed by linguists, media and communication scientists from six countries (USA, Canada, UK, Spain, France, and Singapore) and on three languages (English, French, and Spanish)
Notă biografică
Astrid Ensslin is Professor in Digital Humanities and Game Studies at the University of Alberta, Canada.Isabel Balteiro is Senior Lecturer in English Linguistics at the University of Alicante, Spain.
Cuprins
AcknowledgementsList of TablesList of ContributorsIntroductionLocating Videogames in Medium-specific, Multilingual Discourse Analyses, Astrid Ensslin (University of Alberta, Canada) and Isabel Balteiro (University of Alicante, Spain)PART I. Lexicology, Localization, Variation1. Videogames: A Lexical Approach, Carola Álvarez-Bolado (Universidad Politécnica de Madrid, Spain) and Inmaculada Álvarez de Mon (Universidad Politécnica de Madrid, Spain)2. Lexical and Morphological Devices in Gamer Language in Fora, Isabel Balteiro (University of Alicante, Spain)3. Phraseology and Lexico-grammatical Patterns in Two Emergent Paragame Genres: Videogame Tutorials and Walkthroughs, Christopher Gledhill (Paris Diderot, France)4. Playing with the Language of the Future: the Localization of Science Fiction Terms in Videogames, Alice Ray (Université d'Orléans, France)5. End-user Agreements in Videogames: Plain English at Work in an Ideal Setting, Miguel Ángel Campos-Pardillos (University of Alicante, Spain)PART II. Player Interactions: (Un)collaboration, (Im)politeness, Power6. Bad Language and Bro-up Cooperation in Co-sit Gaming, Astrid Ensslin (University of Alberta, Canada) and John Finnegan (Falmouth University, UK)7. 'Shut the fuck up re! Plant the Bomb Fast!': Reconstructing language and identity in First Person Shooter Games, Elisavet Kiourti (University of Nicosia, Cyprus)8. 'I cut it and I . well now what?': (Un)collaborative Language in Timed Puzzle Games, Luke A. Rudge (University of the West of England, Bristol, UK)9. 'Watch the Potty Mouth': Negotiating Impoliteness in Online Gaming, Sage L. Graham (University of Memphis, USA) and Scott Dutt (University of Memphis, USA)PART III. Beyond the 'Text': Multimodality - Paratextuality - Transmediality10. On the Procedural Mode, Jason Hawreliak (Brock University, Canada)11. The Player Experience of Bioshock: A Theory of Ludonarrative Relationships, Weimin Toh (National University of Singapore, Singapore)12. Language Ideologies in Videogame Discourse: Forms of sociophonetic Othering in Accented Character Speech, Tejasvi Goorimoorthee (University of Alberta, Canada), Adrianna Csipo (Ludwig Maximilian University, Germany), Shelby Carleton (University of Alberta, Canada) and Astrid Ensslin (University of Alberta, Canada)13. Playing it by the Book: Instructing and Constructing the Player in the Videogame Manual Paratext, Michael Hancock (University of Waterloo, Canada)Afterword, James Paul Gee (Arizona State University, USA)BibliographyIndex
Recenzii
Often, one's unique background and diversity shapes experiences in a way that poses significant challenges to such tasks as language translation or situational meaning design. The essays in this book will help readers understand how video games are shaping experiences. Summing up: Recommended
Approaches to Video-Game Discourse is a field-shaping collection of essays which show how interesting and varied the study of online gaming can be. The book is impressive in its scope, including research about the micro-level features such as word formation and moving through to broader concerns such as the narrativity of particular games. The book should be commended for reaching beyond the study of individual games and paying attention to various paratexts such as video walkthroughs, manuals and the legal language relating to games. The scholars who have contributed to this collection embrace the full range of approaches that are found in discourse studies, using corpus driven analyses, ethnography, pragmatics, and multimodality to explore the texts and interactions of game-playing from empirically informed perspectives. The book will be of interest to linguists and new media scholars alike as a timely resource which helps us all understand how gaming is meaningful in many different ways.
Finally! A concerted take on the richly, intricately discursive world of gaming. Edited collections have proved to be defining moments in digital discourse studies; this one will be no exception.
Fueled by a new generation of scholars, this volume sketches out videogame discourse studies as a new field of research that extends from corpus-assisted lexical analysis to the multimodal study of paratexts that surround games. The authors draw on concepts and questions from applied, media and sociolinguistics, such as language ideologies, (im)politeness, plain language, and localization. This volume offers an accessible introduction to a field of practice that is massively popular on a global scale, yet quite understudied from a language and discourse perspective.
Approaches to Video-Game Discourse is a field-shaping collection of essays which show how interesting and varied the study of online gaming can be. The book is impressive in its scope, including research about the micro-level features such as word formation and moving through to broader concerns such as the narrativity of particular games. The book should be commended for reaching beyond the study of individual games and paying attention to various paratexts such as video walkthroughs, manuals and the legal language relating to games. The scholars who have contributed to this collection embrace the full range of approaches that are found in discourse studies, using corpus driven analyses, ethnography, pragmatics, and multimodality to explore the texts and interactions of game-playing from empirically informed perspectives. The book will be of interest to linguists and new media scholars alike as a timely resource which helps us all understand how gaming is meaningful in many different ways.
Finally! A concerted take on the richly, intricately discursive world of gaming. Edited collections have proved to be defining moments in digital discourse studies; this one will be no exception.
Fueled by a new generation of scholars, this volume sketches out videogame discourse studies as a new field of research that extends from corpus-assisted lexical analysis to the multimodal study of paratexts that surround games. The authors draw on concepts and questions from applied, media and sociolinguistics, such as language ideologies, (im)politeness, plain language, and localization. This volume offers an accessible introduction to a field of practice that is massively popular on a global scale, yet quite understudied from a language and discourse perspective.