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Showing 1 - 13 of 13 matches in All Departments
This innovative monograph focuses on a contemporary form of computer-based literature called 'literary hypertext', a digital, interactive, communicative form of new media writing. Canonizing Hypertext combines theoretical and hermeneutic investigations with empirical research into the motivational and pedagogic possibilities of this form of literature. It focuses on key questions for literary scholars and teachers: How can literature be taught in such a way as to make it relevant for an increasingly hypermedia-oriented readership? How can the rapidly evolving new media be integrated into curricula that still seek to transmit traditional literary competence? How can the notion of literary competence be broadened to take into account these current trends? This study, which argues for hypertexts integration in the literary canon, offers a critical overview of developments in hypertext theory, an exemplary hypertext canon and an evaluation of possible classroom applications.
Looks at literature in relation to a variety of media from print and ebooks to videogames so should have wide appeal Looks at the economic and industry impacts so should have a small applied/practical market (publishing courses etc) Global range of contributors draws on a broad range of examples, ensuring the book is relevant for a wide global market The clear structure allows for ease of use and easy applicability to courses
This book aims to provide insights into how 'second lives' in the sense of virtual identities and communities are constructed textually, semiotically and discursively, specifically in the online environment Second Life and Massively Multiplayer Online Games such as World of Warcraft. The book's philosophy is multi-disciplinary and its goal is to explore the question of how we as gamers and residents of virtual worlds construct alternative online realities in a variety of ways. Of particular significance to this endeavour are conceptions of the body in cyberspace and of spatiality, which manifests itself in 'natural' and built environments as well as the triad of space, place and landscape. The contributors' disciplinary backgrounds include media, communication, cultural and literary studies, and they examine issues of reception and production, identity, community, gender, spatiality, natural and built environments using a plethora of methodological approaches ranging from theoretical and philosophical contemplation through social semiotics to corpus-based discourse analysis.
Written for and read on a computer screen, digital fiction pursues its verbal, discursive and conceptual complexity through the digital medium. It is fiction whose structure, form and meaning are dictated by the digital context in which it is produced and requires analytical approaches that are sensitive to its status as a digital artifact. Analyzing Digital Fiction offers a collection of pioneering analyses based on replicable methodological frameworks. Chapters include analyses of hypertext fiction, Flash fiction, Twitter fiction and videogames with approaches taken from narratology, stylistics, semiotics and ludology. Essays propose ways in which digital environments can expand, challenge and test the limits of literary theories which have, until recently, predominantly been based on models and analyses of print texts.
Written for and read on a computer screen, digital fiction pursues its verbal, discursive and conceptual complexity through the digital medium. It is fiction whose structure, form and meaning are dictated by the digital context in which it is produced and requires analytical approaches that are sensitive to its status as a digital artifact. Analyzing Digital Fiction offers a collection of pioneering analyses based on replicable methodological frameworks. Chapters include analyses of hypertext fiction, Flash fiction, Twitter fiction and videogames with approaches taken from narratology, stylistics, semiotics and ludology. Essays propose ways in which digital environments can expand, challenge and test the limits of literary theories which have, until recently, predominantly been based on models and analyses of print texts.
This book aims to provide insights into how ?second lives? in the sense of virtual identities and communities are constructed textually, semiotically and discursively, specifically in the online environment Second Life and Massively Multiplayer Online Games such as World of Warcraft. The book's philosophy is multi-disciplinary and its goal is to explore the question of how we as gamers and residents of virtual worlds construct alternative online realities in a variety of ways. Of particular significance to this endeavour are conceptions of the body in cyberspace and of spatiality, which manifests itself in ?natural? and built environments as well as the triad of space, place and landscape. The contributors? disciplinary backgrounds include media, communication, cultural and literary studies, and they examine issues of reception and production, identity, community, gender, spatiality, natural and built environments using a plethora of methodological approaches ranging from theoretical and philosophical contemplation through social semiotics to corpus-based discourse analysis.
This book examines the ways in which the media represents language-related issues, but also how the media's use of language is central to the construction of what people think language is, could or ought to be like. The chapters examine issues of identity, gender, youth, citizenship, politics and ideology across a range of media, including television, radio, newspapers, magazines and the internet. The result is a multilingual survey of the construction of language in and by the media that will be essential reading for students and researchers of sociolinguistics or language and communication.
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.
This Element examines a watershed moment in the recent history of digital publishing through a case study of the pre-web, serious hypertext periodical, the Eastgate Quarterly Review of Hypertext (1994-1995). Early hypertext writing relied on standalone, mainframe computers and specialized authoring software. With the Web launching as a mass distribution platform, EQRH faced a fast-evolving technological landscape, paired with an emergent gift and open access economy. Its non-linear writing experiments afford key insights into historical, medium-specific authoring practices. Access constraints have left EQRH under-researched and threatened by obsolescence. To address this challenge, this study offers platform-specific analyses of all the EQRH's cross-media materials, including works that have hitherto escaped scholarly attention. It deploys a form of conceptually oral ethno-historiography: the lore of electronic literature. The Element deepens our understanding of the North American publishing industry's history and contributes to the overdue preservation of early digital writing.
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.
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.
This book examines the ways in which the media represents language-related issues, but also how the media's use of language is central to the construction of what people think language is, could or ought to be like. The chapters examine issues of identity, gender, youth, citizenship, politics and ideology across a range of media, including television, radio, newspapers, magazines and the internet. The result is a multilingual survey of the construction of language in and by the media that will be essential reading for students and researchers of sociolinguistics or language and communication. Since the emergence of sociolinguistics as a new field of enquiry in the late 1960s, research into the relationship between language and society has advanced almost beyond recognition. In particular, the past decade has witnessed the considerable influence of theories drawn from outside of sociolinguistics itself. Thus rather than see language as a mere reflection of society, recent work has been increasingly inspired by ideas drawn from social, cultural, and political theory that have emphasised the constitutive role played by language/discourse in all areas of social life. "The Advances in Sociolinguistics" series seeks to provide a snapshot of the current diversity of the field of sociolinguistics and the blurring of the boundaries between sociolinguistics and other domains of study concerned with the role of language in society.
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