|
Showing 1 - 13 of
13 matches in All Departments
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.
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 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.
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.
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.
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.
|
You may like...
Loot
Nadine Gordimer
Paperback
(2)
R398
R330
Discovery Miles 3 300
Poor Things
Emma Stone, Mark Ruffalo, …
DVD
R449
R329
Discovery Miles 3 290
|