𝔖 Scriptorium
✦   LIBER   ✦

πŸ“

Unified Discourse Analysis: Language, Reality, Virtual Worlds and Video Games

✍ Scribed by James Paul Gee


Publisher
Routledge
Year
2014
Tongue
English
Leaves
145
Edition
1
Category
Library

⬇  Acquire This Volume

No coin nor oath required. For personal study only.

✦ Synopsis


Discourse Analysis is becoming increasingly "multimodal", concerned primarily with the interplay of language, image and sound. Video Games allow humans to create, live in and have conversations with new multimodal worlds.

In this ground-breaking new textbook, best-selling author and experienced gamer, James Paul Gee, sets out a new theory and method of discourse analysis which applies to language, the real world, science and video games. Rather than analysing the language of video games, this book uses discourse analysis to study games as communicational forms. Gee argues that language, science, games and everyday life are deeply related and each is a series of conversations. Discourse analysis should not be just about language, but about human interactions with the world, with games, and with each other, interactions that make meaning and sustain lives amid risk and complexity.

Written in a highly accessible style and drawing on a wide range of video games from World of Warcraft and Chibi-Robo to Tetris, this engaging textbook is essential reading for students in discourse analysis, new media and digital culture.

✦ Table of Contents


Cover
Half Title
Title Page
Copyright Page
Dedication
Table of Contents
List of figures
1 Introduction
2 Conversations: Language, worlds, and games
3 Avatars and affordances
4 The things we can be
5 Syntax and semantics
6 Situated meaning
7 An interim summary
8 A unified theory of discourse analysis
9 Chibi-Robo
10 Metal Gear Solid
11 Projective identity
12 Avatars and big β€œD” Discourses
13 Reading: Non-responsive media
14 Alignment and development
References
Index

✦ Subjects


Discourse Analysis


πŸ“œ SIMILAR VOLUMES


Virtual Ascendance : Video Games and the
✍ Devin C. Griffiths πŸ“‚ Library πŸ“… 2013 πŸ› Rowman & Littlefield Publishers 🌐 English

From school lunchrooms to the White House press room, video games are an integral part of our popular culture, and the industry behind them touches all aspects of our lives, gamer and non-gamer alike. Business and entertainment, health and medicine, politics and war, social interaction and education

Gaming the System: Deconstructing Video
✍ David J. Gunkel πŸ“‚ Library πŸ“… 2018 πŸ› Indiana University Press 🌐 English

Gaming the System takes philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions―put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Ε½iΕΎek―can help us explore and conc

Discourse Analysis as Social Critique: D
✍ Benno Herzog (auth.) πŸ“‚ Library πŸ“… 2016 πŸ› Palgrave Macmillan UK 🌐 English

<p>This book presents post-Marxist theoretical approaches towards social critique and offers discourse analytical tools for critical research. How is a normative critique possible? The author, working at the crossroads of sociological discourse analysis and social philosophy, answers this question a

Gadamer and Wittgenstein on the Unity of
✍ Patrick Rogers Horn πŸ“‚ Library πŸ“… 2005 πŸ› Routledge 🌐 English

In this innovative comparison of Gadamer and Wittgenstein, the author explores their common concern with the relation of language to reality. Patrick Horn's starting point is the widely accepted view that both philosophers rejected a certain metaphysical account of that relation in which reality det

The Past As a Digital Playground: Archae
✍ Stefano Bertoldi (editor), Samanta Mariotti (editor) πŸ“‚ Library πŸ“… 2022 πŸ› Archaeopress 🌐 Italian

<span>The Past as Digital Playground: Archaeology, Virtual Reality, and Video Games collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational vi