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
Unified Discourse Analysis: Language, Reality, Virtual Worlds and Video Games
β Scribed by James Paul Gee
- Publisher
- Routledge
- Year
- 2014
- Tongue
- English
- Leaves
- 145
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
β¦ 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.
β¦ 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 βDβ Discourses
13 Reading: Non-responsive media
14 Alignment and development
References
Index
β¦ Subjects
Discourse Analysis
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