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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.
This book explores how incels use language and other semiotic resources to construct ideologies of gender and race/ethnicity. The author theorises and positions incels' performances of masculinity against a backdrop of broader social sciences and linguistic literature, and discusses some of the limitations of different lenses through which incels have previously been understood, as well some of the ethical issues involved with researching a hostile community. Corpus linguistic methods and netnographic reflections are used to explore how incels construct ideologies about gender, gendered social actors, and race/ethnicity, as well as where these concepts intersect. Taking a post-structuralist critical analysis to this community reveals a number of way ideologies towards different groups based on social identities are linguistically constructed. This book will be relevant to those researching or studying language, gender, and sexuality, sociology, and criminology. Outside of academic applications, it is also written in a way that is accessible to external organisations interested in equality and the prevention of incel-ideology-motivated offline attacks.
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.
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