Unified Discourse Analysis
Language, Reality, Virtual Worlds and Video Games
Seiten
2014
Routledge (Verlag)
978-1-138-77452-0 (ISBN)
Routledge (Verlag)
978-1-138-77452-0 (ISBN)
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.
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.
James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is author of many titles including An Introduction to Discourse Analysis, 4th edition (2014), How to Do Discourse Analysis, 2nd edition (2014), Language and Learning in the Digital Age (2011) and co-editor of The Routledge Handbook of Discourse Analysis (2012).
1: Introduction 2: 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-Robo10: Metal Gear Solid 11: Projective Identity 12: Avatars and Big "D" Discourses 13: Non-Responsive Media 14: Alignment and Development
Verlagsort | London |
---|---|
Sprache | englisch |
Maße | 156 x 234 mm |
Gewicht | 230 g |
Themenwelt | Kunst / Musik / Theater |
Geisteswissenschaften ► Sprach- / Literaturwissenschaft ► Sprachwissenschaft | |
Informatik ► Grafik / Design ► Film- / Video-Bearbeitung | |
Sozialwissenschaften ► Kommunikation / Medien ► Medienwissenschaft | |
Sozialwissenschaften ► Pädagogik ► Schulpädagogik / Grundschule | |
ISBN-10 | 1-138-77452-9 / 1138774529 |
ISBN-13 | 978-1-138-77452-0 / 9781138774520 |
Zustand | Neuware |
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